I have a unit that has a limited number of charges on an ability. When the ability runs out, I want to be able to recharge it. This action looks like it's the one that I want.
The problem comes though, there's a parameter that is a string called "charge", I'm not sure what to put into this string, whatever value I pass in doesn't seem to work. I'm passing in the abiilty and the unit number into the other parameters, but I'm not having any luck.
It looks like this - what do I put into the XXXXXX? As like most of the editor, there's very little documentation, anyone got any ideas?
Unit - Clear charges used for charge "XXXXXX" on ability _MYABILITY on unit _MYUNIT
The only way I can get around this at the moment, is re-creating the unit, which needless to say is not a good workaround.
For XXXX you have to type in the "Charge Link" (The link in the editor that holds the charges)
For _MYABILITY simply put the ability that gets the charge
for _MYUNIT simply put the unit you wish to give the charges to.
However there's a bug with the trigger, if you reset the charges before any are used. It results in the ability never decreasing in the number of charges, urgh.
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
Is there anyway to recharge using an ability or behavior/effect instead of a trigger? I'm thinking something like whenever the specific unit kills X units, they get 1 charge.
To be more specific, I am using Raynor's Toss Grenade and Experimental Plasma Gun from the Commando version of Raynor. The charges go down fine when I use the abilities - I just can't top them up with the triggers.
Use the effect - modify unit and replicate the Vulture - Replenish Mines (Modify Mines charge count) to do this. You may have to add dependencies to find this effect, but it replenishes charges.. You can easily call this effect via triggers or by data editor once you understand how it works.
Setting the value to a non-negative one will cause it to remove charges.
Use the effect - modify unit and replicate the Vulture - Replenish Mines (Modify Mines charge count) to do this. You may have to add dependencies to find this effect, but it replenishes charges.. You can easily call this effect via triggers or by data editor once you understand how it works.
Setting the value to a non-negative one will cause it to remove charges.
Yes! Finally a great answer! Thank you so very much! =)
How does this trigger action actually work?
I have a unit that has a limited number of charges on an ability. When the ability runs out, I want to be able to recharge it. This action looks like it's the one that I want.
The problem comes though, there's a parameter that is a string called "charge", I'm not sure what to put into this string, whatever value I pass in doesn't seem to work. I'm passing in the abiilty and the unit number into the other parameters, but I'm not having any luck.
It looks like this - what do I put into the XXXXXX? As like most of the editor, there's very little documentation, anyone got any ideas?
Unit - Clear charges used for charge "XXXXXX" on ability _MYABILITY on unit _MYUNIT
The only way I can get around this at the moment, is re-creating the unit, which needless to say is not a good workaround.
This is indeed a very tricky bugger to use,
For XXXX you have to type in the "Charge Link" (The link in the editor that holds the charges)
For _MYABILITY simply put the ability that gets the charge
for _MYUNIT simply put the unit you wish to give the charges to.
@Molsterr: Go
Thanks, that worked.
However there's a bug with the trigger, if you reset the charges before any are used. It results in the ability never decreasing in the number of charges, urgh.
@Scourgey: Go
dont use clear use "Use a charge" and use -X amount of charges"
@Molsterr: Go
I'm having the same problem. But can you be clearer?
@EarendilSphere: Go
use that, but add -1 charges to give back a charg
@Molsterr: Go
Hmm. What about for inventory items? The same principle didn't work there.
@EarendilSphere: Go
bump
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
I used the "Charge Link" for the ability for the charge section, followed by the ability it is for and the unit it is for, but it does not work.
Anyone have any idea why?
@Zalafina: Go
To be more specific, I am using Raynor's Toss Grenade and Experimental Plasma Gun from the Commando version of Raynor. The charges go down fine when I use the abilities - I just can't top them up with the triggers.
@Zalafina: Go
Nobody knows?
@Zalafina: Go
Help, please?
Use the effect - modify unit and replicate the Vulture - Replenish Mines (Modify Mines charge count) to do this. You may have to add dependencies to find this effect, but it replenishes charges.. You can easily call this effect via triggers or by data editor once you understand how it works.
Setting the value to a non-negative one will cause it to remove charges.
Yes! Finally a great answer! Thank you so very much! =)
Does anyone know what to put for the charge link when an ability has an InfoArray, for example a build ability? The normal charge link doesn't work.