Hi guys, I've been recently playing around with the Charge Ability for the Zealot for my mod.
By touching some values and validators, I've managed to transform it into an ablitiy with two uses:
With Autocast off (or manual mode) the ability can be used by simply clicking a point to activate a 1.5 second speed buff. Charge is also not interruptible and allow you to move freely instead of charging in line. You can use it to move towards targets/surrounding or to gain speed to run over the map.
With Autocast on (automatic) the ability acts just like before, and should be triggering within the same condition
However, I have a problem right now: as the Charge ability is an "Augment" type that uses an attack command to target units or positions, making it very offensive. This works nice in most of the cases, BUT negates the possibility of retreating or using the ability to flee because as it is an attack command, as long as the Zealot is in scan range of an enemy, it will attack it instead of activating charge to flee to a point.
I would like to change this in a reasonable way, without messing too much. Basically I would like to find a way to smart-use for this ability, that could do the function of the smart key command (click on unit= Attack, click on point=move). My idea is creating an attack/move hybrid mechanic:
When the target is a unit, use Attack.
When target is a point, use Move. (override attack preference)
A possibility could be creating a set ability (attack/move smart) with validators, but I'm not sure how to do it.
How could this be done without messing??
Is there a way to rebuild the ability into another ability type that allows this with the same type of control?
Is there away to make it linked to the same type of command (not the command itslef) that uses the "smart key" function?
Thanks in advance. If you want I can attach the tester I use for this, just tell.
Hi guys, I've been recently playing around with the Charge Ability for the Zealot for my mod.
By touching some values and validators, I've managed to transform it into an ablitiy with two uses:
With Autocast off (or manual mode) the ability can be used by simply clicking a point to activate a 1.5 second speed buff. Charge is also not interruptible and allow you to move freely instead of charging in line. You can use it to move towards targets/surrounding or to gain speed to run over the map.
With Autocast on (automatic) the ability acts just like before, and should be triggering within the same condition
However, I have a problem right now: as the Charge ability is an "Augment" type that uses an attack command to target units or positions, making it very offensive. This works nice in most of the cases, BUT negates the possibility of retreating or using the ability to flee because as it is an attack command, as long as the Zealot is in scan range of an enemy, it will attack it instead of activating charge to flee to a point.
I would like to change this in a reasonable way, without messing too much. Basically I would like to find a way to smart-use for this ability, that could do the function of the smart key command (click on unit= Attack, click on point=move). My idea is creating an attack/move hybrid mechanic:
When the target is a unit, use Attack. When target is a point, use Move. (override attack preference) A possibility could be creating a set ability (attack/move smart) with validators, but I'm not sure how to do it.
How could this be done without messing?? Is there a way to rebuild the ability into another ability type that allows this with the same type of control? Is there away to make it linked to the same type of command (not the command itslef) that uses the "smart key" function?
Thanks in advance. If you want I can attach the tester I use for this, just tell.