I have ability of type effect-instant that has 5 seconds prepare time and then applies behavior to caster. It has 5 seconds cooldown. It is also set to show prepare time. I would like my unit to be able to progress ability while moving, because now there are 2 situations:
a)without transient flag, after giving move order ability is being cancelled and it doesn't even get cooldown
b)with transient flag, behavior is being applied instantly, not after those 5 seconds, but unit can move
Flags: Abort on aliance change, allow movement, auto cast, auto cast initially on, channeling minimum (tried to uncheck this one and nothing happened), range use caster radius, reaproachable, update charges on level charge
Any ideas?
[edit] If there is no way of doing this then at least is there a way to make ability get cooldown when it's cancelled on situation a)?
Played with the prepare time field? Adjusted the interruptible phases? Considered using the precast behaviour to supress the buff added by the ability and use that to act as the prepare time?
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a) Prepare time is set to 5 seconds (other times are default 0)
b) You meant interruptible cost stages? Tried to tick prepare flag and then in interrupt cost i set time use to 5 seconds but didn't change anything
[edit]
Sorry, my bad there. This did actually make ability cooldown for 5 seconds, but right after that time unit will stop to use ability again, overriding move order. Decreasing priority didn't help here.
c) Precast behavior would do nothing in situation a) since behavior is applied at right time. It might help in situation b) but there is one more problem - with transient flag there is no progress bar
I will give more details if that helps: it's part of *ammo and reload* system - and this particular ability is *reload* ability. Ammo is behavior that doesn't do anything. Here's how it's suppost to work: when using *reload* ability unit gets, let's say, 20 behaviors called "10mm ammo". Using weapon removes 1 of those behaviors, and there is validator that checks for number of those validators. *Reload* ability has autocast and validator that checks if there are no "10mm ammo" behaviors and then casts. This all works but as soon as ammo is empty and unit uses *reload* ability, it stops moving, it's not a problem since usually ammo runs out during battle when unit is attacking. However if now player wants to move unit, several things happen: ability gets cancelled and 5 second progress is gone, there is no cooldown on ability so unit instantly tries to use it again. And again, until it will be finally done. Result? If you give unit move order before ability progress is finished, it will start it again from 0 and unit will stay where it was and won't move. If you use *reload* ability manually, before ammo ran out, ability will be simply cancelled, but unit will move (because it won't instantly try to use it again).
If it's still unclear i can make video explanation of this issue.
In scenario C I mean get the buff to apply the incremental bar and prevent the buff from functioning. Could even make a more obscure route where the precast buff supresses the actual buff from the ability that has a 0.016 sec duration and as a final effect applies the desired buff.
Ok you are using a buff based method of reloading.
Just make your effect apply a Create Persistent effect that as a final adds the buffs.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Thanks for help! I didn't fully understand what you said there, but it gave me an idea XD. Ended up doing it like this: ability now has effect that applies behavier called *reloading*, which has 5 second duration and displays it with progress bar and also disables weapon. This behavior has expire effect that previously came from ability (which has now 0 preparing time and is transient) that applies actual ammo behavior. Works as desired, so solved!
[edit] Making behavior disable weapon made it run towards enemy cos it had no weapon, instead gave behavior initial effect that adds cooldown to weapon.
How did you do that? I have had issues with using a Modify Unit effect to add cooldown if the effect is not from a descending effect tree or already in cooldown
I have ability of type effect-instant that has 5 seconds prepare time and then applies behavior to caster. It has 5 seconds cooldown. It is also set to show prepare time. I would like my unit to be able to progress ability while moving, because now there are 2 situations:
a)without transient flag, after giving move order ability is being cancelled and it doesn't even get cooldown
b)with transient flag, behavior is being applied instantly, not after those 5 seconds, but unit can move
Flags: Abort on aliance change, allow movement, auto cast, auto cast initially on, channeling minimum (tried to uncheck this one and nothing happened), range use caster radius, reaproachable, update charges on level charge
Any ideas?
[edit] If there is no way of doing this then at least is there a way to make ability get cooldown when it's cancelled on situation a)?
Played with the prepare time field? Adjusted the interruptible phases? Considered using the precast behaviour to supress the buff added by the ability and use that to act as the prepare time?
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
Thanks for answer.
a) Prepare time is set to 5 seconds (other times are default 0)
b) You meant interruptible cost stages? Tried to tick prepare flag and then in interrupt cost i set time use to 5 seconds but didn't change anything [edit] Sorry, my bad there. This did actually make ability cooldown for 5 seconds, but right after that time unit will stop to use ability again, overriding move order. Decreasing priority didn't help here.
c) Precast behavior would do nothing in situation a) since behavior is applied at right time. It might help in situation b) but there is one more problem - with transient flag there is no progress bar
I will give more details if that helps: it's part of *ammo and reload* system - and this particular ability is *reload* ability. Ammo is behavior that doesn't do anything. Here's how it's suppost to work: when using *reload* ability unit gets, let's say, 20 behaviors called "10mm ammo". Using weapon removes 1 of those behaviors, and there is validator that checks for number of those validators. *Reload* ability has autocast and validator that checks if there are no "10mm ammo" behaviors and then casts. This all works but as soon as ammo is empty and unit uses *reload* ability, it stops moving, it's not a problem since usually ammo runs out during battle when unit is attacking. However if now player wants to move unit, several things happen: ability gets cancelled and 5 second progress is gone, there is no cooldown on ability so unit instantly tries to use it again. And again, until it will be finally done. Result? If you give unit move order before ability progress is finished, it will start it again from 0 and unit will stay where it was and won't move. If you use *reload* ability manually, before ammo ran out, ability will be simply cancelled, but unit will move (because it won't instantly try to use it again).
If it's still unclear i can make video explanation of this issue.
In scenario C I mean get the buff to apply the incremental bar and prevent the buff from functioning. Could even make a more obscure route where the precast buff supresses the actual buff from the ability that has a 0.016 sec duration and as a final effect applies the desired buff.
Ok you are using a buff based method of reloading.
Just make your effect apply a Create Persistent effect that as a final adds the 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
Thanks for help! I didn't fully understand what you said there, but it gave me an idea XD. Ended up doing it like this: ability now has effect that applies behavier called *reloading*, which has 5 second duration and displays it with progress bar and also disables weapon. This behavior has expire effect that previously came from ability (which has now 0 preparing time and is transient) that applies actual ammo behavior. Works as desired, so solved!
[edit] Making behavior disable weapon made it run towards enemy cos it had no weapon, instead gave behavior initial effect that adds cooldown to weapon.
How did you do that? I have had issues with using a Modify Unit effect to add cooldown if the effect is not from a descending effect tree or already in cooldown
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