I have an ability, that you click and target anywhere on the map, it channels for 5 seconds and then applies a buff, which makes your unit cloaked, move approximately 10 times faster, and issues a move order when the buff is 'initially' applied.
Scenario A) It doesn't want to issue the order when initially applied. Right clicking anywhere after having it cast makes it move like normal(although much faster), no problems.
Scenario B) I've tried making it a periodic effect, but it just gets really screwy. I can right click on the map, but the unit either won't even budge in the slightest, or it will try to, but because I have the periodic effect set for every 0.1 seconds, it overrides my move command.
I've tried setting the following fields in the Issue Order effect...
Effect - Player +
Target - Target+
Unit - Unit+
to all possible settings, or damn near all of them, and none of them seem to do what I need.
Base line, this is what I need: For the player to NOT lose total control of the unit... player must be able to 'cancel' the ability, removing the buff, but must not be able to send his unit, which moves 10x faster, anywhere he likes...
I wonder if I can just disable the top 5 move-type abilities while the buff is applied... maybe that would be a better place to start... I just don't know. This seems like it's so basic... I must be overlooking something miniscule.
Solved! I just kept toying around with the Periodic, and finally got it working. I still don't know why it wants to work now :S I ended up disabling attack / rally / stop through the behavior (if I disable move, the periodic fails to issue the move order) and didn't change much else. But I'm sure disabling attack/rally/stop wasn't what fixed this.
for the Issue Order's Player+ field, set that as Source, Target + set as Target Point, Unit + set as Caster. This issue order is made every 0.1 seconds and seem to be properly working(now).
Ah well, I've read a few posts where things were properly set, and when the person goes in and modifies it but modifies it to the same it was (a good case is the Stim not hurting marines/marauders, yet it being properly setup to deal 10 damage on use wasn't working, and all he did was delete the 10 and re-type it and it worked) well I think this might have been one of those rare occurences, it has happened to me before.
Instead of reissuing the order every 0.1, you could think about setting the "uncommandable" flag for the duration of the buff. This way, you need to issue the order only once and cannot interfere even with spamming stop or something.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have an ability, that you click and target anywhere on the map, it channels for 5 seconds and then applies a buff, which makes your unit cloaked, move approximately 10 times faster, and issues a move order when the buff is 'initially' applied.
Scenario A) It doesn't want to issue the order when initially applied. Right clicking anywhere after having it cast makes it move like normal(although much faster), no problems.
Scenario B) I've tried making it a periodic effect, but it just gets really screwy. I can right click on the map, but the unit either won't even budge in the slightest, or it will try to, but because I have the periodic effect set for every 0.1 seconds, it overrides my move command.
I've tried setting the following fields in the Issue Order effect...
to all possible settings, or damn near all of them, and none of them seem to do what I need.
Base line, this is what I need: For the player to NOT lose total control of the unit... player must be able to 'cancel' the ability, removing the buff, but must not be able to send his unit, which moves 10x faster, anywhere he likes...
I wonder if I can just disable the top 5 move-type abilities while the buff is applied... maybe that would be a better place to start... I just don't know. This seems like it's so basic... I must be overlooking something miniscule.
Solved! I just kept toying around with the Periodic, and finally got it working. I still don't know why it wants to work now :S I ended up disabling attack / rally / stop through the behavior (if I disable move, the periodic fails to issue the move order) and didn't change much else. But I'm sure disabling attack/rally/stop wasn't what fixed this.
for the Issue Order's Player+ field, set that as Source, Target + set as Target Point, Unit + set as Caster. This issue order is made every 0.1 seconds and seem to be properly working(now).
Ah well, I've read a few posts where things were properly set, and when the person goes in and modifies it but modifies it to the same it was (a good case is the Stim not hurting marines/marauders, yet it being properly setup to deal 10 damage on use wasn't working, and all he did was delete the 10 and re-type it and it worked) well I think this might have been one of those rare occurences, it has happened to me before.
If only we were all as quick to fix our problems as you :D
Instead of reissuing the order every 0.1, you could think about setting the "uncommandable" flag for the duration of the buff. This way, you need to issue the order only once and cannot interfere even with spamming stop or something.