I'm running an expermiment by which I add the "Caster Life GT50 Percent" validator to a Marine's Stim pack ability. It s not working; the marine can use Stim Pack pack regardless of current hp. Why is this the case?
Do a test using a buff that adds +1 shield and is validated by the validator to see if that is working correctly. If it is working correctly then your unit should have 1 shield until it falls below 50% life.
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You misunderstood. What I want is for the unit to not be able to cast the ability while he has 50% or less hp. So if hp drops below 50 while the unit still has the buff the effect continues; but the Stim Pack ability itself cannot be activated.
it sounds as though you are putting the validator in the wrong place. You would need to place the validator on the effect that applies the stim behavior.
I'm running an expermiment by which I add the "Caster Life GT50 Percent" validator to a Marine's Stim pack ability. It s not working; the marine can use Stim Pack pack regardless of current hp. Why is this the case?
Are you putting it in the Apply Behavior effect?
Do a test using a buff that adds +1 shield and is validated by the validator to see if that is working correctly. If it is working correctly then your unit should have 1 shield until it falls below 50% life.
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
You misunderstood. What I want is for the unit to not be able to cast the ability while he has 50% or less hp. So if hp drops below 50 while the unit still has the buff the effect continues; but the Stim Pack ability itself cannot be activated.
it sounds as though you are putting the validator in the wrong place. You would need to place the validator on the effect that applies the stim behavior.
So it turns out I was wrong; what DrSuperEvil said to do got it to work as I wanted it to. Thanks for solving this issues.
It's simply put the validator on the (Apply Behavior) Effect
> Done. It took me a while to figure this out for a custom ability I was creating.