Hmm... Didn't realize Issue Order required a duration. Thought it was a one shot thing...
Still... The alert goes off now so its being called, but the units still don't move.
EDIT:
Im going to reiterate some of my previous tests with the duration change, to see if that changed something.
EDIT2:
Something interesting:
After my previous tests still failed to get a result I decided to try to find a baseline.
Meaning an instance when Issue Order would work.
Right on the first attempt I got a success, by changing the order to "Stop".
I tested by having it apart of a set that had Apply Behavior Wander in the second index.
Workers that are Gathering do not stop to Wander on their own, so if the workers started wondering when I got the Alert message I knew the Stop Order was successful. And indeed it was.
Im not sure if the Move command requires a preceding Stop command, since I had plenty of workers inactive during those tests, but Im going to test that too anyway.
EDIT2.1:
As I suspected Move still doesn't work even with a preceding Stop.
EDIT:2.2:
Something weird.
I duplicated the Move Ability and called it "MoveTest", but it did not show up in the Effect's Ability selection list, until I renamed it to something else. (named it PapPap just from frustration)
I haven't succeeded in a move command yet, but I did get a repair command through.
What was most helpful was setting up a "Debug Projectile". I called a Missile Launch effect from caster to whatever target Im passing on to the next Effect, and it GREATLY help me to identify what the effect's setting were trying to do.
This success is technically all I need to do what I want.
(Every set amount of time X unit will go to a random friendly unit of Y class and cast a custom ability on it)
That said, I still want that Move command as it would be useful for other traits I can add to units. :)
EDIT:
And move command works.
I now have a chain of behavior triggered effects in which I can choose to either move to a target point, move to the target point of a specified unit, or order the repair of a specified unit. :D
I have a Behavior that periodically calls and effect that is meant to order the unit to different locations.
I currently got an incomplete work around using Apply Behavior > Wander.
It works for now but eventually I want to order the unit to specific points or offsets.
I tried the Effect: Issue Order but could not get it to even be called.
(I put an alert sound in it so I could now when it gets called, but never heard the alert sound)
How is your effect tree set up?
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 Behavior, Type: Buff
-Behavior Flags: Permanent
-Effect Periodic: Starting Set Effect
-Period: 10
Starting Set Effect, Type: Set
-Effects+
---Secondary Set Effect
---Resource Drain Effect (drains terrazine)
Minimum Count: 2
Maximum Count: 2
Secondary Set Effect, Type: Set
-Effects+
---Create Persistent Effect
---Apply Behavior Effect (applied behavior makes the unit Uncommandable and Unselectable)
Minimum Count: 2
Maximum Count: 2
Create Persistent Effect, Type: Create Persistent
-Period Effects+ : Issue Order Effect
-Periodic Offsets+ : (0,7,0)
-Period Count: 1
-Location Offset - Start: Caster Unit/Point
-Location+ : Target Point
-Location Offset - End: Target Point
Issue Order Effect, Type: Issue Order
-Ability: Move
-Player: Caster
-Unit: Caster
-Target: Create Persistent Effect, Target Point
Ive tried this chain without the Apply Behavior Effect as well and it made no difference.
No period duration set for the Create Persistent effect...
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
Hmm... Didn't realize Issue Order required a duration. Thought it was a one shot thing...
Still... The alert goes off now so its being called, but the units still don't move.
EDIT:
Im going to reiterate some of my previous tests with the duration change, to see if that changed something.
EDIT2:
Something interesting:
After my previous tests still failed to get a result I decided to try to find a baseline.
Meaning an instance when Issue Order would work.
Right on the first attempt I got a success, by changing the order to "Stop".
I tested by having it apart of a set that had Apply Behavior Wander in the second index.
Workers that are Gathering do not stop to Wander on their own, so if the workers started wondering when I got the Alert message I knew the Stop Order was successful. And indeed it was.
Im not sure if the Move command requires a preceding Stop command, since I had plenty of workers inactive during those tests, but Im going to test that too anyway.
EDIT2.1:
As I suspected Move still doesn't work even with a preceding Stop.
EDIT:2.2:
Something weird.
I duplicated the Move Ability and called it "MoveTest", but it did not show up in the Effect's Ability selection list, until I renamed it to something else. (named it PapPap just from frustration)
PROGRESS!
I haven't succeeded in a move command yet, but I did get a repair command through.
What was most helpful was setting up a "Debug Projectile". I called a Missile Launch effect from caster to whatever target Im passing on to the next Effect, and it GREATLY help me to identify what the effect's setting were trying to do.
This success is technically all I need to do what I want.
(Every set amount of time X unit will go to a random friendly unit of Y class and cast a custom ability on it)
That said, I still want that Move command as it would be useful for other traits I can add to units. :)
EDIT:
And move command works.
I now have a chain of behavior triggered effects in which I can choose to either move to a target point, move to the target point of a specified unit, or order the repair of a specified unit. :D