So as the title suggests, having issues with issuing orders. Basically it goes something like this, I gave a boss unit an invisible weapon that starts a decision set every time it fires in order to do 1 of 5 abilities. It was working fine when it just fired the actual effects off, but I want to show the Boss as casting as well, that sort of thing, so thought okay I'll make it use abilities that point towards the effects instead.
However, I can't get the abilities to fire from using issue orders, no matter what combo of target/unit/player I use. I can verify that the 5 abilities are working as intended, they just aren't autofiring like I want them to. Tried to make it work for a few hours last night before giving up on it for the evening, hoping someone might be able to point out something I missed here.
I apologize for the lack of screenshots, example map, but I do have an outline of how the effects roughly work outlined at the top levels if any care to look, thanks in advance for any help!
Original:
Weapon Fires:
-Decision Set Initial Set (Max effects: 1, min effects: 1, random: true)
-Decision Set 1 (Max effects: 1, min effects: 1, random: true)
-AE
-AE
-AE
-MassRoot
-MassRoot
-Decision Set 2 (Max effects: 1, min effects: 1, random: true)
-MassRoot
-DD
-DD
-DD
-DD
-Decision Set 3 (Max effects: 1, min effects: 1, random: true)
-Summon
-Summon
-Summon
-Heal
-Heal
-Decision Set 4 (Max effects: 1, min effects: 1, random: true)
-Heal
New:
Weapon Fires:
-Decision Set Initial Set (Max effects: 1, min effects: 1, random: true)
-Decision Set 1 (Max effects: 1, min effects: 1, random: true)
-Issue Order Use AE Ability
-AEAbility
-AE
-Issue Order Use AE Ability
-AEAbility
-AE
-Issue Order Use AE Ability
-AEAbility
-AE
-Issue Order Use MassRoot Ability
-MassRoot Ability
-MassRoot
-Issue Order Use MassRoot Ability
-MassRoot Ability
-MassRoot
-Decision Set 2 (Max effects: 1, min effects: 1, random: true)
-Issue Order Use MassRoot Ability
-MassRoot Ability
-MassRoot
-Issue Order Use DD Ability
-DD Ability
-DD
-Issue Order Use DD Ability
-DD Ability
-DD
-Issue Order Use DD Ability
-DD Ability
-DD
-Issue Order Use DD Ability
-DD Ability
-DD
-Decision Set 3 (Max effects: 1, min effects: 1, random: true)
-Issue Order Use Summon Ability
-Summon Ability
-Summon
-Issue Order Use Summon Ability
-Summon Ability
-Summon
-Issue Order Use Summon Ability
-Summon Ability
-Summon
-Issue Order Use Heal Ability
-Heal Ability
-Heal
-Issue Order Use Heal Ability
-Heal Ability
-Heal
-Decision Set 4 (Max effects: 1, min effects: 1, random: true)
-Issue Order Use Heal Ability
-Heal Ability
-Heal
Bumping this in hopes of getting a little more information. I'm not sure if this part matters or not, but all 5 abilities are instant abilities, they are not targeted.
That is what I am doing, at least I certainly thought I was. Perhaps I am missing a piece here, in order to have a unit use an ability I need to issue it an order to do so right? Or is there another way to do this I am missing?
True, in fact as it is now it simply applies behaviors that casting actor models/sounds respond to, with expire effect being the intended effect. However it is still bothering me that I can't figure out how to get the Issue Order Effect to work at all here. It should be easy, but somehow I'm making it hard, all the effects don't need a target or any information, they contain themselves quite well, I just want to be able to make it work this way as a matter of principle now.
Knowing how to make this basic chain work would be grand:
I've tried using the correct command card index to no avail, command card was something like this:
0 Move
1 Attack
2 Hold Position
3 Abil1
4 Abil2
5 Abil3
So if I'm trying for Abil1 I should be using 3 right? I'm sure you are right about the caster/target of the issue order, why I'm looking for feedback here as to what to put in those slots.
So as the title suggests, having issues with issuing orders. Basically it goes something like this, I gave a boss unit an invisible weapon that starts a decision set every time it fires in order to do 1 of 5 abilities. It was working fine when it just fired the actual effects off, but I want to show the Boss as casting as well, that sort of thing, so thought okay I'll make it use abilities that point towards the effects instead.
However, I can't get the abilities to fire from using issue orders, no matter what combo of target/unit/player I use. I can verify that the 5 abilities are working as intended, they just aren't autofiring like I want them to. Tried to make it work for a few hours last night before giving up on it for the evening, hoping someone might be able to point out something I missed here.
I apologize for the lack of screenshots, example map, but I do have an outline of how the effects roughly work outlined at the top levels if any care to look, thanks in advance for any help!
Original:
New:
Bumping this in hopes of getting a little more information. I'm not sure if this part matters or not, but all 5 abilities are instant abilities, they are not targeted.
So why not use a Switch effect or Set effect to get the weapon to use the ability effect trees directly?
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
That is what I am doing, at least I certainly thought I was. Perhaps I am missing a piece here, in order to have a unit use an ability I need to issue it an order to do so right? Or is there another way to do this I am missing?
You could just get the weapon to do the effects, visuals and all without the need of an intermediate ability.
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
True, in fact as it is now it simply applies behaviors that casting actor models/sounds respond to, with expire effect being the intended effect. However it is still bothering me that I can't figure out how to get the Issue Order Effect to work at all here. It should be easy, but somehow I'm making it hard, all the effects don't need a target or any information, they contain themselves quite well, I just want to be able to make it work this way as a matter of principle now.
Knowing how to make this basic chain work would be grand:
Weapon: Effect StartSet
StartSet(Random Enabled; Min effect count = 1;Max effect count = 1)
Effects:
IssueOrder1
-->
Abil1IssueOrder2
-->
Abil2IssueOrder3
-->
Abil3Soundls like you are messing up the values for the caster/target of the issue order. Also you using the right command card index for the issue order?
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've tried using the correct command card index to no avail, command card was something like this:
0 Move
1 Attack
2 Hold Position
3 Abil1
4 Abil2
5 Abil3
So if I'm trying for Abil1 I should be using 3 right? I'm sure you are right about the caster/target of the issue order, why I'm looking for feedback here as to what to put in those slots.
No, the index determines which button of the ability to use. For example with a Train ability each different unit is a different index.
What types of ability do you have for each ability?
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
They are all Effect - Instant. All they do is start the effect chains I already made.