So what I've done is copy the Overlord's generate creep ability, but removed the disable validators, the delay, and increased the period. I've also made it reference different footprints so the creep generated is a particular size. I then added a 75 mineral cost.
The intention was to have the unit have a 1-time purchasable upgrade that makes it generate a creep field, and it works, except if the unit has attacked, the ability will no longer be usable. It become white similar to how stop does on stationary units. If it attacks after already having used the ability, it still retains its creep field.
@Tudentau: Go If its a one time upgrade to the unit, you should actually
change how the ability works, and make the button disappear after use.
At least that's how I'd make it.
It does disappear. For normal gameplay, Generate Creep disappears as well, but Stop Generating Creep appears. When you use Stop Generating Creep, Generate Creep reappears.
I might just end up making a new ability and trying to start from scratch, but there's so much going on in the data editor.
That sounds extremely odd. Compare all fields on your ability to the original, especially Stats: Flags and Cost. The Cost has 2 "Link" fields, which can be used to implement shared cooldowns between abilities etc.
Also make sure your weapon isn't doing anything fancy like running a channeled attack. Basic test, replace custom weapon with default Marine one and see if the problem persists.
That sounds extremely odd. Compare all fields on your ability to the
original, especially Stats: Flags and Cost. The Cost has 2 "Link"
fields, which can be used to implement shared cooldowns between
abilities etc.
Also make sure your weapon isn't doing anything fancy like running a
channeled attack. Basic test, replace custom weapon with default Marine
one and see if the problem persists.
The Transient flag, when ticked, causes the ability to activate instantly, bypassing the order queue and allowing the unit to take other actions while the ability activates.
With the flag unticked activating the ability will usually interrupt any other action (such as an ongoing Move order), but in return the ability may then be added to the order queue by Shift-clicking.
Why any of this would cause problems with attacking I have no idea, as both transient and non-transient abilities work just fine generally (e.g. Blink non-transient, Guardian Shield transient)
So what I've done is copy the Overlord's generate creep ability, but removed the disable validators, the delay, and increased the period. I've also made it reference different footprints so the creep generated is a particular size. I then added a 75 mineral cost.
The intention was to have the unit have a 1-time purchasable upgrade that makes it generate a creep field, and it works, except if the unit has attacked, the ability will no longer be usable. It become white similar to how stop does on stationary units. If it attacks after already having used the ability, it still retains its creep field.
@Tudentau: Go If its a one time upgrade to the unit, you should actually change how the ability works, and make the button disappear after use.
At least that's how I'd make it.
It does disappear. For normal gameplay, Generate Creep disappears as well, but Stop Generating Creep appears. When you use Stop Generating Creep, Generate Creep reappears.
I might just end up making a new ability and trying to start from scratch, but there's so much going on in the data editor.
That sounds extremely odd. Compare all fields on your ability to the original, especially Stats: Flags and Cost. The Cost has 2 "Link" fields, which can be used to implement shared cooldowns between abilities etc.
Also make sure your weapon isn't doing anything fancy like running a channeled attack. Basic test, replace custom weapon with default Marine one and see if the problem persists.
It was the flags, transient I'm guessing.
The Transient flag, when ticked, causes the ability to activate instantly, bypassing the order queue and allowing the unit to take other actions while the ability activates.
With the flag unticked activating the ability will usually interrupt any other action (such as an ongoing Move order), but in return the ability may then be added to the order queue by Shift-clicking.
Why any of this would cause problems with attacking I have no idea, as both transient and non-transient abilities work just fine generally (e.g. Blink non-transient, Guardian Shield transient)
@Photoloss: Go
Well the only other flag that I turned on was toggle, which doesn't seem like it should have any effect, either.