Hi !
I need to create a buff for the probe: When she harvest mineral, she get 3x faster for 4 sec.
It's mean she do return cargo then re-back on mineral faster.
But when i use augment ability on the return cargo, it's dont work at all :(
Any idea ?
Most ability types have various Effect/Behavior fields to apply "on use" stuff, for Effect types (Instant/Target etc.) you can substitute their main effect with a Set.
In the few cases where you aren't given any such fields you can always use a "Unit Order" validator to check for use of the ability itself, for example on a dummy buff.
In this case you'll want 2-3 buffs cycling between each other via the Effect: Final field via Apply Behavior effects, the first is the "ready" state, then the "active", and finally, if desired, the "recharge"
"Ready": Set the "Validator (Remove)" to check for NOT using the Gather-Return Cargo ability. This will remove the buff if the validator returns FALSE (i.e. the Probe currently is returning cargo). Effect:Final should apply "active" (or a Set conatining "active" and "recharge" if you want a cooldown that starts upon activation)
"Active": The movespeed buff. Set the duration here, and if you don't want any cooldowns straight-up apply "ready" via Effect:Final or Effect:Expire (Expire may break the chain and remove the boost ability entirely if the "active" buff is removed by other means); If you want cooldowns, an "upon completion" cooldown would replace "ready" with "recharge" on this setup, or set up nothing if you already use an "on activation" cooldown.
"Recharge": Just set the Duration to the recharge time and apply "ready" upon ending. Again, Expire allows for easy "dispell" effects but may break the chain.
From my understanding the only potential problem is that "ready" can also activate if the Probe is already on the way back when the cooldown comes back up because there's no link to the actual act of harvesting. Instead of chaining the buffs indefinitely you could tie application into the "carry" behavior used by the Gather setup (i.e. "Carry" applies "ready" via Effect:Initial, max 1 stack, and "ready" applies "active" once with no looping, this allows one 4s boost every time the Probe acquires a new resource chunk to hold) Keep in mind each resource type has its own "Carry" behavior and you'll have to modify all of them.
The validator class is called Unit Order Queue, and checks both an Ability (name) and Ability Command (integer), the latter lets you select specific actions. For example Move has 0=Move, 1=Patrol, 2=Hold Position, 3=Scan Move (a-move), 4=Turn.
Actually for a one-off speed boost just apply it via the Effect - Initial field of the Carry behavior, no validators beyond checking that the worker is eligible to receive the buff in the first place (only Probes/upgrade researched/whatever). You'll still have to implement this on each Carry behavior, in vanilla multiplayer there's one each for Minerals, High Yield Minerals, Assimilators, Extractors and Refineries. Minerals have another variant titled "No Remove" used by Umojan Lab crystals, not sure if those are accessible in multiplayer (just set them to the same as regular Mineral Fields)
Hi ! I need to create a buff for the probe: When she harvest mineral, she get 3x faster for 4 sec. It's mean she do return cargo then re-back on mineral faster. But when i use augment ability on the return cargo, it's dont work at all :( Any idea ?
Most ability types have various Effect/Behavior fields to apply "on use" stuff, for Effect types (Instant/Target etc.) you can substitute their main effect with a Set.
In the few cases where you aren't given any such fields you can always use a "Unit Order" validator to check for use of the ability itself, for example on a dummy buff.
In this case you'll want 2-3 buffs cycling between each other via the Effect: Final field via Apply Behavior effects, the first is the "ready" state, then the "active", and finally, if desired, the "recharge"
From my understanding the only potential problem is that "ready" can also activate if the Probe is already on the way back when the cooldown comes back up because there's no link to the actual act of harvesting. Instead of chaining the buffs indefinitely you could tie application into the "carry" behavior used by the Gather setup (i.e. "Carry" applies "ready" via Effect:Initial, max 1 stack, and "ready" applies "active" once with no looping, this allows one 4s boost every time the Probe acquires a new resource chunk to hold) Keep in mind each resource type has its own "Carry" behavior and you'll have to modify all of them.
I already tryed to do a Behavior running all 0.1 sec an Apply Behavior Effect with validator Gathering. The Behavior is the buff.
Actually i'm testing/debugging this i'll probably done an error.
And i can't found "Gather-Return Cargo ability". My problem is that: Gather and Return Cargo is in the same ability and there is no effect for them.
The validator class is called Unit Order Queue, and checks both an Ability (name) and Ability Command (integer), the latter lets you select specific actions. For example Move has 0=Move, 1=Patrol, 2=Hold Position, 3=Scan Move (a-move), 4=Turn.
Actually for a one-off speed boost just apply it via the Effect - Initial field of the Carry behavior, no validators beyond checking that the worker is eligible to receive the buff in the first place (only Probes/upgrade researched/whatever). You'll still have to implement this on each Carry behavior, in vanilla multiplayer there's one each for Minerals, High Yield Minerals, Assimilators, Extractors and Refineries. Minerals have another variant titled "No Remove" used by Umojan Lab crystals, not sure if those are accessible in multiplayer (just set them to the same as regular Mineral Fields)
Thanks ! My solution worked too but this was the Validator ! Thanks man, you learn too me much !