I'm trying to make a stackable life aura, but things aren't working out so well. The basic premise is that a group of units are more powerful when grouped together. I created a buff that searches the area for similar units (this works) and applies a second buff, which grants 7 life. This search area effect is repreated every 1 second. The max stack count is 27.
But here's the problem: every time the buffs refresh (1 second), the affected units' maximum life jumps up and down quite noticeably as the buff is recreated (basically the new buff just adds to the stack count while the old buff is still expiring). This causes them to heal or take damage in combat when they shouldn't and is quite distracting while they're selected.
I tried using markers to limit each unit to one buff per caster, but they don't seem to work at all on search area effects. Strangely, the Markers seemed to wipe out the requirement field on the starting behaviour as well.
Can anybody think of a workaround for this that doesn't bug out during the refresh period?
I'm wondering if there is a way to make an applied buff replace an already existing buff from the same caster. I wonder if the variable for buffs that limits the number of stacks per caster, was set to one, if that would work
Ahh, I forgot about that field. Your right, it probably would work. I just redid the whole thing to run off a Persistent :P, since Markers work fine with Persistents.
Could always use a search area that applies a counter buff on the caster that is then used to determine the number of buff stacks applied. This additional step should smooth out the variation
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I'm trying to make a stackable life aura, but things aren't working out so well. The basic premise is that a group of units are more powerful when grouped together. I created a buff that searches the area for similar units (this works) and applies a second buff, which grants 7 life. This search area effect is repreated every 1 second. The max stack count is 27.
But here's the problem: every time the buffs refresh (1 second), the affected units' maximum life jumps up and down quite noticeably as the buff is recreated (basically the new buff just adds to the stack count while the old buff is still expiring). This causes them to heal or take damage in combat when they shouldn't and is quite distracting while they're selected.
I tried using markers to limit each unit to one buff per caster, but they don't seem to work at all on search area effects. Strangely, the Markers seemed to wipe out the requirement field on the starting behaviour as well.
Can anybody think of a workaround for this that doesn't bug out during the refresh period?
I'm wondering if there is a way to make an applied buff replace an already existing buff from the same caster. I wonder if the variable for buffs that limits the number of stacks per caster, was set to one, if that would work
Ahh, I forgot about that field. Your right, it probably would work. I just redid the whole thing to run off a Persistent :P, since Markers work fine with Persistents.
Could always use a search area that applies a counter buff on the caster that is then used to determine the number of buff stacks applied. This additional step should smooth out the variation
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg