Hello,
First thing that I have problem with is morphing units. I want enemy unit to morph despite controllers will. Just effect is applied - unit morph. Now I'm using issuer order effect with preempt flag and looks like it fails if unit owner issues commands to that unit.
Other problem is strange thing happening to abilities - If I add new ability another ability vanishes (requirement is ok, commands are ok, command card is ok too). I have like 10 abilities on unit, so it's not ability limit. What's going on?
The Preempt flag should replace the current order of the unit, not sure, whats the problem in your current setup. Did you flag it as Interruptible?
The ability limit for morphed units counts all abilities for the base type and all types the units can morph into and adds them up to check for the limit, so if your unit can morph into 2 other units and they have 10 abilities each, you reached the limit.
Yep, it's uninterruptable and it takes 0 seconds to complete. Problem is that sometimes unit just don't morphs.
Is there easy workaround for this? Or re-setting all variables in scrip is necessary? ;/ And how to move behaviors to new unit with time remaining?
In my game unit have 2 forms, each can be choosen at start - so I don't need all at same time. Maybe removing aiblities with triggers can solve problem?
Yep, it's uninterruptable and it takes 0 seconds to complete. Problem is that sometimes unit just don't morphs.
So did you flag it or not? The flag makes it interruptible, so without a flag, it is uninterruptible. Just making sure ;)
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Is there easy workaround for this? Or re-setting all variables in scrip is necessary?
The usual workaround is to replace units via trigger, if thats what you mean.
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And how to move behaviors to new unit with time remaining?
There is a Transfer Behavior effect, I believe, however, I never used it.
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In my game unit have 2 forms, each can be choosen at start - so I don't need all at same time. Maybe removing aiblities with triggers can solve problem?
Maybe... but afaik you cannot remove abilities via trigger ;)
Ok, nearly got it. Last problems are shared cooldowns - I wan't have abilities with shared cooldowns. Is there any way, to check where ability stores its cooldown (what is type of link - I'm using unit and ability, and name of that link)? With this knowledge I can add it to new unit, but how to get that link?
If you have the ability id, you can look up all the information via Catalog Field Value Get. You could even use the same to look up the abilities of the unit, if you only have the unit id. Also, you can add cooldowns to units, but I guess, you know that and thats what you needed the link for in the first place.
The link used for cooldowns is stated in the same window where you set the cooldown duration. I don't know which link type to use, but you have to use the same link ID to share cooldowns. Not sure if the Unit link type persists through the morph, nor whether the Ability type works if both units have the same ability. There's also a Player/global link type you can use if the unit/ability set is unique. (like in RPG maps)
Photoloss: There is one problem with global cooldowns. When unit have ability with cooldown stored in ability, and morph to something, cooldown will wait for morphing back, and then continue decreasing. Player cooldowns always goes down. Any solution?
Hello, First thing that I have problem with is morphing units. I want enemy unit to morph despite controllers will. Just effect is applied - unit morph. Now I'm using issuer order effect with preempt flag and looks like it fails if unit owner issues commands to that unit.
Other problem is strange thing happening to abilities - If I add new ability another ability vanishes (requirement is ok, commands are ok, command card is ok too). I have like 10 abilities on unit, so it's not ability limit. What's going on?
The Preempt flag should replace the current order of the unit, not sure, whats the problem in your current setup. Did you flag it as Interruptible?
The ability limit for morphed units counts all abilities for the base type and all types the units can morph into and adds them up to check for the limit, so if your unit can morph into 2 other units and they have 10 abilities each, you reached the limit.
Yep, it's uninterruptable and it takes 0 seconds to complete. Problem is that sometimes unit just don't morphs.
Is there easy workaround for this? Or re-setting all variables in scrip is necessary? ;/ And how to move behaviors to new unit with time remaining? In my game unit have 2 forms, each can be choosen at start - so I don't need all at same time. Maybe removing aiblities with triggers can solve problem?
So did you flag it or not? The flag makes it interruptible, so without a flag, it is uninterruptible. Just making sure ;)
The usual workaround is to replace units via trigger, if thats what you mean.
There is a Transfer Behavior effect, I believe, however, I never used it.
Maybe... but afaik you cannot remove abilities via trigger ;)
If ability is uninterruptable, interruptable flag must be not checked, right? I think player somehow overwrites command despite preempt flag.
But when doing it all variables in triggers refer to old unit, not to the new one.
Ok, nearly got it. Last problems are shared cooldowns - I wan't have abilities with shared cooldowns. Is there any way, to check where ability stores its cooldown (what is type of link - I'm using unit and ability, and name of that link)? With this knowledge I can add it to new unit, but how to get that link?
If you have the ability id, you can look up all the information via Catalog Field Value Get. You could even use the same to look up the abilities of the unit, if you only have the unit id. Also, you can add cooldowns to units, but I guess, you know that and thats what you needed the link for in the first place.
The link used for cooldowns is stated in the same window where you set the cooldown duration. I don't know which link type to use, but you have to use the same link ID to share cooldowns. Not sure if the Unit link type persists through the morph, nor whether the Ability type works if both units have the same ability. There's also a Player/global link type you can use if the unit/ability set is unique. (like in RPG maps)
Would not having an automatic morph ability that is validated by validators be an easier solution?
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 there some new way to circumvent the ability limit?
Photoloss: There is one problem with global cooldowns. When unit have ability with cooldown stored in ability, and morph to something, cooldown will wait for morphing back, and then continue decreasing. Player cooldowns always goes down. Any solution?
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