Hello, I have 2 different abilities working the way cloak do (I mean, for the cost), while it's used, it uses energy.
Now my character has an energy regen of 1. Cloak needs to have a cost of 1, so it does -2. And I have that other ability that must have a cost of 1.5, so it does -2.5.
It works fine while I use one at a time, but if I use both, it'll do 1 - 2 -2.5 = -3.5 instead of -2.5.
How can I make the cost be -2.5 only when using them both ?
Thanks again for the help I find here, and especially to DrSuperEvil who's been helping me a lot.
Buff A grants -1 energy regen
Buff B grants -1.5 energy regen
Unit has a permanent buff on it that grants -1 energy regen. This buff is only active if A or B are present (Validators or Behavior Enable/Disable fields)
I would do it by having a third behavior that checks if the 2 draining behaviors are present (via validators) and adds regen based on that with a create healer effect. Basically another way of doing what SuperEvil suggested
The aim is two sorts of cloaking behaviours. If you need an extra two buffs for cost then that becomes less efficient as you need Apply Behavior effects then.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well what I want is, whether "Cloak A" is active alone, "Cloak B" is active alone or both are active at the same time, I want the preset behavior that's on the unit (we'll call it C) to be used (and do its -100% energy regen).
Right now :
- when I use Cloak A => C is active, the energy depletion work fine. (In total I have -1.5 energy/s)
- when I use Cloak B => C isn't active, the energy depletion is calculated as the sum Cloak B's cost + my basic regen. (In total I have +0.75-1.5 energy/s)
- when I A+B => C is active but there's NO energy depletion. (In total I have +0 energy/s (or -0 energy/s).
Well when I do that, whenever each or both of the behavior are active, there's no gain or loss of energry, it stays the same until the behavior are all gone. :/
Hello, I have 2 different abilities working the way cloak do (I mean, for the cost), while it's used, it uses energy.
Now my character has an energy regen of 1. Cloak needs to have a cost of 1, so it does -2. And I have that other ability that must have a cost of 1.5, so it does -2.5.
It works fine while I use one at a time, but if I use both, it'll do 1 - 2 -2.5 = -3.5 instead of -2.5.
How can I make the cost be -2.5 only when using them both ?
Thanks again for the help I find here, and especially to DrSuperEvil who's been helping me a lot.
Could always use a periodic Modify Unit effect to apply the cost and have a validator for the more expensive behaviours.
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
How about preventing energy regen when an ability is on? I'm sure you can do that with the energy draining ability behaviors.
@LucidIguana: Go
How so...?
@LucidIguana: Go
Not dynamic enough. Also that removes the benefit of regen boosting buffs.
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
Buff A grants -1 energy regen Buff B grants -1.5 energy regen
Unit has a permanent buff on it that grants -1 energy regen. This buff is only active if A or B are present (Validators or Behavior Enable/Disable fields)
@Dorkles: Go
I would do it by having a third behavior that checks if the 2 draining behaviors are present (via validators) and adds regen based on that with a create healer effect. Basically another way of doing what SuperEvil suggested
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
Why would you need to use an effect when you can do the regen directly through the behavior?
The aim is two sorts of cloaking behaviours. If you need an extra two buffs for cost then that becomes less efficient as you need Apply Behavior effects then.
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
@DrSuperEvil: Go
Uh so in definitive, what must I do...? I'm a bit confused '
Add an orthogonal energy drain system of your choice using the options listed in previous posts. Have the lower drain disabled by the higher drain.
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
@DrSuperEvil: Go
Ok, I think I'll go with what Dorkles said, but now I struggle with making the Validator, there's so many types ^^
I want to make a Validator that says "Buff A AND B actives" or 2 validators that say "Buff A active" and "Buff B active"
Sorry for being so bad with the editor...
Use a Unit Behaviour Count validator. You could then use a Combine validator to make the A+B.
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
@DrSuperEvil: Go
I did that, and I said in both validators : "Different from" behavior X (X being A or B)
In the actual behavior I put the 2 validators in deactivate.
But then it doesn't seem to be quite working...
Lets go through the logic of your ability again. You have Cloak A and Cloak B which differ how?
You want it that Cloak B has priority over Cloak A?
You want to supress Cloak A when Cloak B is active?
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
@DrSuperEvil: Go
I'm sorry, I was using the wrong type of validator.. I mistranslated to french, now it works :)
@DrSuperEvil: Go
No wait, it doesn't work... What the heck...?
Well what I want is, whether "Cloak A" is active alone, "Cloak B" is active alone or both are active at the same time, I want the preset behavior that's on the unit (we'll call it C) to be used (and do its -100% energy regen).
Right now :
- when I use Cloak A => C is active, the energy depletion work fine. (In total I have -1.5 energy/s) - when I use Cloak B => C isn't active, the energy depletion is calculated as the sum Cloak B's cost + my basic regen. (In total I have +0.75-1.5 energy/s) - when I A+B => C is active but there's NO energy depletion. (In total I have +0 energy/s (or -0 energy/s).
I used a "Unit's behavior state" validator ("Etat de comportement de l'unité" in french) for both, chose "Cloak" for the first validator, "Detect" for the second and then used "(Base) Activated => Activated", and then I used a combine validator, and put all 3 validator in C in "validator (deactivate).
Basically "Cloak A" gives cloak, and "Cloak B" gives "Detection". I called them Cloak because that's the only toggleable ability I could think of...
Make the Combine validator use OR logic. Make the Unit Behavior Count validators use Greater Than logic and 0 in the Validator: Value field.
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
@DrSuperEvil: Go
Well when I do that, whenever each or both of the behavior are active, there's no gain or loss of energry, it stays the same until the behavior are all gone. :/
How is behaviour C set up currently?
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