I'm trying activate the stim whenever the marine attacks and has above 50% health
I've tried a few validators, but they've got all a problem.
-caster is attacking is true when the unit gets the attack order, not when it actually attacks someone
-cast is in combat is true when the unit receives a hit, attacking itself doesn't put it into combat
is there a way to put a unit into combat?
edit: work-around:
- the weapon applies a hidden 1 sec buff on the marine in addition to the dmg done
- the stim has a count behavior validator and a hp > 50 validator
Try a Unit Compare Target Order Range validator. Ability - Attack Compare - Less Than Other Unit + - Target Unit + - Caster Range - (your desired activation range)
Use this in conjunction with the canCharge (unnamed) - Validator, as well as the hp > 50% validator. Now it will only activate stimpack, when having an attack order on a target within your specified range (take your weapon range or something a little higher) and >50% health, without the need of applying a buff or something.
Try a Unit Compare Target Order Range validator.
Ability - Attack
Compare - Less Than
Other Unit + - Target
Unit + - Caster
Range - (your desired activation range)
Use this in conjunction with the canCharge (unnamed) - Validator, as well as the hp > 50% validator. Now it will only activate stimpack, when having an attack order on a target within your specified range (take your weapon range or something a little higher) and >50% health, without the need of applying a buff or something.
Bump... I was looking for the same thing and found this thread. I used the same validators and settings, and it worked. However, using >50% (or even >75%) would cause the Stimpack to Auto Cast twice in a row using up more life than necessary. I increased the >75% validator to 90% and that prevented the Stim from activating more than once.
Question... did I do this right to make it only Auto Cast once? Realistically, I would like the Stimpack to Auto Cast, wait until it wares off then Auto Cast again if energy is >50%. The life validator is easy, but what validator(s) do I need to have Auto Cast check if the current Stim is finished?
Just add another validator of type Unit Behavior Count, which checks for the stim behavior.
Much thx K. Worked perfectly... Stims once and waits for the current one to finish before Stimming again. Removed the >90% hp validator and added > 50% hp. Created and added a validator named "Stimpack Off" of type Unit Compare Behavior Count with the following settings:
Value = 0
Unit + = Caster
Behavior = Marine - Stimpack
I'm assuming that a value of 0 translates to OFF and 1 translates to ON... but not really sure. Just know that set to 0 the validator worked and 1 it did not.
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I'm trying activate the stim whenever the marine attacks and has above 50% health
I've tried a few validators, but they've got all a problem.
-caster is attacking is true when the unit gets the attack order, not when it actually attacks someone
-cast is in combat is true when the unit receives a hit, attacking itself doesn't put it into combat
is there a way to put a unit into combat?
edit: work-around:
- the weapon applies a hidden 1 sec buff on the marine in addition to the dmg done
- the stim has a count behavior validator and a hp > 50 validator
Try a Unit Compare Target Order Range validator.
Ability - Attack
Compare - Less Than
Other Unit + - Target
Unit + - Caster
Range - (your desired activation range)
Use this in conjunction with the canCharge (unnamed) - Validator, as well as the hp > 50% validator. Now it will only activate stimpack, when having an attack order on a target within your specified range (take your weapon range or something a little higher) and >50% health, without the need of applying a buff or something.
amazing, it does work :)
Bump... I was looking for the same thing and found this thread. I used the same validators and settings, and it worked. However, using >50% (or even >75%) would cause the Stimpack to Auto Cast twice in a row using up more life than necessary. I increased the >75% validator to 90% and that prevented the Stim from activating more than once.
Question... did I do this right to make it only Auto Cast once? Realistically, I would like the Stimpack to Auto Cast, wait until it wares off then Auto Cast again if energy is >50%. The life validator is easy, but what validator(s) do I need to have Auto Cast check if the current Stim is finished?
Just add another validator of type Unit Behavior Count, which checks for the stim behavior.
Much thx K. Worked perfectly... Stims once and waits for the current one to finish before Stimming again. Removed the >90% hp validator and added > 50% hp. Created and added a validator named "Stimpack Off" of type Unit Compare Behavior Count with the following settings:
I'm assuming that a value of 0 translates to OFF and 1 translates to ON... but not really sure. Just know that set to 0 the validator worked and 1 it did not.