Hi guys!
I am trying to create SUPER MULE Harvester. Allows you to gather resources at increasing Fibonacci rate (more resources gathered over time), just like Void Ray charge, so every 5 second harvest rate increases: 1,1,2,3,5,8,13, etc without a need to return to Command Center/HQ
Everything works fine and correctly except in this situation: I order my SUPER MULE to gather, then moving it away from the mineral patch. The fibonaci sequence continuing until the mineral patch depleted. I have set the break in my while look when my mule not channeling but it doesn't stop it even when it is not gathering. Any insight?
This is what I have done:
Event:
Any unit uses SUPER MULE - Gather Ability at Effect - Channel3 Ignore Shared Ability
Condition:
Action:
General - While Conditions Are True Do Actions
-> Conditions
Trigerring Ability Stage == Effect - Channel3
-> Action:
General Wait 3sec
fibonaci rate ++
mineral patch = mineral patch - fibonaci rate
modify triggering player mineral + fibonaci rate
Thanks
It would be a bit easier to read if you copied the acctual code as text instead. Just a tip :)
My guess would be that "Triggering Ability Stage" will still refer to the stage the ability was in when the event triggered. I dont think there is any condition that checks what ability a unit is currently using, but you could make the unit recieve a buff while its gathering and check if it still has that buff in the loop.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
It would be a bit easier to read if you copied the acctual code as text instead. Just a tip :)
My guess would be that "Triggering Ability Stage" will still refer to the stage the ability was in when the event triggered. I dont think there is any condition that checks what ability a unit is currently using, but you could make the unit recieve a buff while its gathering and check if it still has that buff in the loop.