This is really simple, I know it is, but I can't get my head around it.
Basically I have a zealot with two abilities. The first ability makes the zealot a flying unit and the second ability makes it a ground unit. All zealots are created with the Ground Mode Buff activated. Here is how I need it to work.
Ability 1: Air Mode - Applies Air Mode Buff and lifts zealot into the air(needs to remove ground mode buff)
Ability 2: Ground Mode - Applies Ground Mode Buff and returns zealot to the ground(needs to remove air mode buff) The abilities are working just fine...the zealot is lifted into the air and returned to the ground when used. Thats not the issue.
I have two validators set up of type Unit Compare Behavior Type.
Is Grounded - Grounded Buff Count == 1
Is Airborn - Airborn Buff Count < 1
On the behaviors tab I have the Validators: (Remove) set up as follows...
Airborn - Is Grounded
Grounded - Is Airborn
The problem I have so far is that when the zealot goes airborn it removes the grounded buff but I don't get the airborn buff. And when I am airborn and go grounded, I don't get the grounded buff back.
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so to apply the airborn buff requires you to already have the grounded buff else it is removed. Yet when airborn the grounded buff is removed if it has the airborn buff. How are you applying the two/removing them.
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so to apply the airborn buff requires you to already have the grounded buff else it is removed. Yet when airborn the grounded buff is removed if it has the airborn buff. How are you applying the two/removing them.
The zealot is set up to start out with the grounded buff on creation via the unit tab in beahviors.
I've been tweaking it a bit and now am able to remove the grounded buff when the air mode ability is used. But when I use the ground mode ability, the air buff stays and I can't get the ground buff to come back.
I am applying both buffs by a set effect which calls a modify unit and an apply behavior on the respective abilities. The modify unit sets the height to 5 or -5 depending on which mode is used (+5 when you use air mode, -5 when you use ground mode). And the Apply Behavior applies the air and grounded buff. This works fine until I start adding my Validators.
I am trying to control the removal of the buffs by the Validators: (Remove)+ field in the behavior tab. So for my Airborn Buff Behavior I have that set to my isGrounded validator. And the Grounded Buff Behavior its set to isAireal validator.
Validaors:
isAireal > Airborn (the behavior) > equal to 0
isGrounded > Airborn (the behaivior) > equal to 0
Like I said, its confusing the crap out of me and it's making it insanely hard to explain. The darn validator field is back asswards and makes me feel dyslexic.
I just need the grounded buff to be removed when air buff is active and I need the air buff to be removed when the grounded buff is active.
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I would use a Switch effect using two sets which have an apply and remove behaviour effect. Trying to have one buff remove the other on application just overcomplicates stuff if using validators because you end up with two mutually annihilating buffs causing neither to work.
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Unless I'm missing something you have to invert your validators on the behaviors. The buff is removed if the validator returns FALSE. The way it reads the Air buff removes itself if the zealot isn't grounded, and the Ground buff removes itself if the zealot isn't airborne, meaning you either have both active or neither.
Do you really need both buffs? You could just use an ON/OFF ability otherwise, like terran cloaking.
Wouldn't it be simpler to use a set that both applies the desired behavior and removes the other one instead? Or even use a morph ability, which allows for better customization in the long run.
Alternatively, the above suggestion of a "Behavior" type ability like the ghost cloak would work perfectly, as you could simply have your ground buff (present by default) validate the absence of it to disable the ground buff when needed.
This is really simple, I know it is, but I can't get my head around it.
Basically I have a zealot with two abilities. The first ability makes the zealot a flying unit and the second ability makes it a ground unit. All zealots are created with the Ground Mode Buff activated. Here is how I need it to work.
Ability 1: Air Mode - Applies Air Mode Buff and lifts zealot into the air(needs to remove ground mode buff)
Ability 2: Ground Mode - Applies Ground Mode Buff and returns zealot to the ground(needs to remove air mode buff)
The abilities are working just fine...the zealot is lifted into the air and returned to the ground when used. Thats not the issue.
I have two validators set up of type Unit Compare Behavior Type.
Is Grounded - Grounded Buff Count == 1
Is Airborn - Airborn Buff Count < 1
On the behaviors tab I have the Validators: (Remove) set up as follows...
Airborn - Is Grounded
Grounded - Is Airborn
The problem I have so far is that when the zealot goes airborn it removes the grounded buff but I don't get the airborn buff. And when I am airborn and go grounded, I don't get the grounded buff back.
so to apply the airborn buff requires you to already have the grounded buff else it is removed. Yet when airborn the grounded buff is removed if it has the airborn buff. How are you applying the two/removing them.
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
The zealot is set up to start out with the grounded buff on creation via the unit tab in beahviors.
I've been tweaking it a bit and now am able to remove the grounded buff when the air mode ability is used. But when I use the ground mode ability, the air buff stays and I can't get the ground buff to come back.
I am applying both buffs by a set effect which calls a modify unit and an apply behavior on the respective abilities. The modify unit sets the height to 5 or -5 depending on which mode is used (+5 when you use air mode, -5 when you use ground mode). And the Apply Behavior applies the air and grounded buff. This works fine until I start adding my Validators.
I am trying to control the removal of the buffs by the Validators: (Remove)+ field in the behavior tab. So for my Airborn Buff Behavior I have that set to my isGrounded validator. And the Grounded Buff Behavior its set to isAireal validator.
Validaors:
isAireal > Airborn (the behavior) > equal to 0
isGrounded > Airborn (the behaivior) > equal to 0
Like I said, its confusing the crap out of me and it's making it insanely hard to explain. The darn validator field is back asswards and makes me feel dyslexic.
I just need the grounded buff to be removed when air buff is active and I need the air buff to be removed when the grounded buff is active.
I would use a Switch effect using two sets which have an apply and remove behaviour effect. Trying to have one buff remove the other on application just overcomplicates stuff if using validators because you end up with two mutually annihilating buffs causing neither to work.
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
Unless I'm missing something you have to invert your validators on the behaviors. The buff is removed if the validator returns FALSE. The way it reads the Air buff removes itself if the zealot isn't grounded, and the Ground buff removes itself if the zealot isn't airborne, meaning you either have both active or neither.
Do you really need both buffs? You could just use an ON/OFF ability otherwise, like terran cloaking.
Wouldn't it be simpler to use a set that both applies the desired behavior and removes the other one instead? Or even use a morph ability, which allows for better customization in the long run.
Alternatively, the above suggestion of a "Behavior" type ability like the ghost cloak would work perfectly, as you could simply have your ground buff (present by default) validate the absence of it to disable the ground buff when needed.