I can't get an ability with charges to regenerate the charges in a steady pace. There are two fields that seem to affect the recharge time, namely "time use" and "time start".
My first assumption was that the "time use" was cooldown per use and "time start" was cooldown before first use.
But after several tests it seems that "time use" increases the cooldown each use. I've tried different combinations of start/use but the recharge time just keeps increasing every time I use the spell. I can't get it to recharge at 1 charge / second at a steady pace.
bump!
Trying to do the same thing but no such luck. Very interestingly charges seem to work with some abilities and not others. the Train ability for example works fine with charges but not effect - target abilities. If anyone has some insight please give us the heads up.
im not at my computer atm, but have you tried checking out the carrier interceptor ability? it uses charges i beleive or the nuke ability uses charges / magazine type behavior. maybe try checking those out and seeing what their numbers were used and when exactly they put the parts utulizing charges/magazines in their ability workflow?
The carrier and nuke abilities gain charges by certain events (buying interceptors, creating a nuke), I can't think of an existing ability that gains charges periodically :/
If anyone can, that would be really helpful.
Really interesting how the problem didn't affect other ability types. Are you completely sure of this though? I could make the ability gain charges nicely the first two or three charges with time start = 1 and time use = 1, but the recharge cooldown just kept increasing and after a few uses it was up to about 10 seconds instead of 1.
Yes, using that action (with any values I've tried) causes the ability to not loose charges on use. It could be that it gets an infinitely fast regeneration (which would look like the ability not loosing any charges), but can't know for sure...
You could try setting the ability to autocast. In cases like Arm Magazine Abilities you can set them to autocast so that it is constantly using the ability after the casting/cooldown ends. So long as there are no conditions set that will stop the casting (like a Requirement of having less than X of the created unit) it will keep going.
i think i know, if you give the unit the ability to 'build an interceptor' or w/e you want to recharge, just give the unitthe ability , and not the command button, so they have it and can use it, but the user cant see it. then make the ability when you 'use' a charge, to issue order, with a periodic time of however long you want 'say 5 seconds' and it issues the order to 'build interceptor' w/e you want to recharge and the actual ability should have checksums for only recharging up to so many etc... hopefully this helps if not, ive wasted some of you time to figure out yet another way to nt make this work. !! YAY
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I can't get an ability with charges to regenerate the charges in a steady pace. There are two fields that seem to affect the recharge time, namely "time use" and "time start".
My first assumption was that the "time use" was cooldown per use and "time start" was cooldown before first use.
But after several tests it seems that "time use" increases the cooldown each use. I've tried different combinations of start/use but the recharge time just keeps increasing every time I use the spell. I can't get it to recharge at 1 charge / second at a steady pace.
bump! Trying to do the same thing but no such luck. Very interestingly charges seem to work with some abilities and not others. the Train ability for example works fine with charges but not effect - target abilities. If anyone has some insight please give us the heads up.
im not at my computer atm, but have you tried checking out the carrier interceptor ability? it uses charges i beleive or the nuke ability uses charges / magazine type behavior. maybe try checking those out and seeing what their numbers were used and when exactly they put the parts utulizing charges/magazines in their ability workflow?
The carrier and nuke abilities gain charges by certain events (buying interceptors, creating a nuke), I can't think of an existing ability that gains charges periodically :/
If anyone can, that would be really helpful.
Really interesting how the problem didn't affect other ability types. Are you completely sure of this though? I could make the ability gain charges nicely the first two or three charges with time start = 1 and time use = 1, but the recharge cooldown just kept increasing and after a few uses it was up to about 10 seconds instead of 1.
@Gaddzor: Go
Have you tried using triggers? Add charge regen ?
Yes, using that action (with any values I've tried) causes the ability to not loose charges on use. It could be that it gets an infinitely fast regeneration (which would look like the ability not loosing any charges), but can't know for sure...
You could try setting the ability to autocast. In cases like Arm Magazine Abilities you can set them to autocast so that it is constantly using the ability after the casting/cooldown ends. So long as there are no conditions set that will stop the casting (like a Requirement of having less than X of the created unit) it will keep going.
i think i know, if you give the unit the ability to 'build an interceptor' or w/e you want to recharge, just give the unitthe ability , and not the command button, so they have it and can use it, but the user cant see it. then make the ability when you 'use' a charge, to issue order, with a periodic time of however long you want 'say 5 seconds' and it issues the order to 'build interceptor' w/e you want to recharge and the actual ability should have checksums for only recharging up to so many etc... hopefully this helps if not, ive wasted some of you time to figure out yet another way to nt make this work. !! YAY