Solution: buff flag, update duration while disabled and dummy buffs
I need two buffs with duration to disable each other but that seems to be not as simple as it sounds.
I've tried to disable them directly via validators and the internal disable function. The result was a enabled buff A and a disabled buff B
The next thing I've tried are additional dummy buffs. A and Ad and B and Bd. A disables on Bd and B disables on Ad and that does work fine except the duration stops while a buff is disabled. This causes them to last much longer than expected.
I did try a remove behavior effect as final effect of the dummy effects (Ad removes A) but that doesn't work, it looks like you can't remove disabled buffs...
If Buffs directly disable each other the last applied is top dog. With validators it tends to be the top of the list wins.
You needs the dummy buffs but they are independent of the other two.
Also when disabled durations are paused.
Have two dummy buffs that are not disabled with the correct durations and your buffs are removed when they are and the dummies cross disable the desired ones.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Is my English that bad? Or didn't you read it? What you tell me to do is exactly what I've tried. The dummy buffs don't remove the real buffs and thats where I'm stuck.
If im understanding you correctly you are just wanting a behavior to basically alternate every x seconds? I.E. X seconds BUFFA is active and BUFFB is inactive and the next Y seconds BUFFA is inactive and BUFFB is active .... repeat
if that is correct just make buff A go for X duration and expire effect apply buff B with Y duration and expire effect apply buff A.
it seems there would be a lot of ways to do this, depending on the details of how it all is sposed to play out in the map.
Solution: buff flag, update duration while disabled and dummy buffs
I need two buffs with duration to disable each other but that seems to be not as simple as it sounds.
help :(
If Buffs directly disable each other the last applied is top dog. With validators it tends to be the top of the list wins.
You needs the dummy buffs but they are independent of the other two.
Also when disabled durations are paused.
Have two dummy buffs that are not disabled with the correct durations and your buffs are removed when they are and the dummies cross disable the desired ones.
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
Is my English that bad? Or didn't you read it? What you tell me to do is exactly what I've tried. The dummy buffs don't remove the real buffs and thats where I'm stuck.
If you want your Buff to Count down Well Disabled Check if Enabling this Flag Helps
Buff Flag:
Update Duration Well Disabled
Not sure if that will help or not
EDIT: Tested and it Seems to Work if i Understand What your Trying to Do Correctly
If im understanding you correctly you are just wanting a behavior to basically alternate every x seconds? I.E. X seconds BUFFA is active and BUFFB is inactive and the next Y seconds BUFFA is inactive and BUFFB is active .... repeat
if that is correct just make buff A go for X duration and expire effect apply buff B with Y duration and expire effect apply buff A.
it seems there would be a lot of ways to do this, depending on the details of how it all is sposed to play out in the map.
Amazing, ty :)
@ezbeats No I just want a slowing and speed increasing buff to cancel each other out.