After some experimentation, I've become pretty sure that something is wrong with the Transfer Behavior action. It transfers the behavior perfectly, but the behavior itself does not register properly on the new unit (at least for Validator purposes). I'm posting here to see if anyone else has the same problems with this, or to see if it's just me.
Ugh you're right, I just tried using this effect to shift a behavior from one unit to another and it 'looks' all good but then when I tried to do it again the validators are still firing like the first unit still has the behavior. Damn, this really puts a crimp in my plans...
That's because, that is the point of Transfer Behavior. It is still the same Behavior so the Behavior's Target is still the old unit, the Behavior's Caster is still the unit that applied it to the original unit first, etc.
What you could do is Remove Behavior and reapply it again on the new one.
I admittedly never thought this post would see the light of day. Regardless, I didn't realize that it kept the same target and old unit. That's interesting. It certainly opens up new possibilities, but crushes my dreams of a super duper easy way of keeping the duration of a behavior that is transferred between units. Incidentally, I ended up using remove and reapply for my specific problem.
Ugh, nah actually the transfer behavior works right, meant to come back and edit the thread but forgot. It was my own triggers creating this false impression but yah the transfer behavior does work as advertised.
Disclosure wise: I'm using behaviors to control a capture the flag system and once I *really* started to understand transfer vs validators vs effect sets it all came together and works properly.
but crushes my dreams of a super duper easy way of keeping the duration of a behavior that is transferred between units. Incidentally, I ended up using remove and reapply for my specific problem.
This though, this crushes me too...this was something I was going to rely on for a particular effect involving a bouncing missile that needed to be rebuilt on each bounce but I wanted it to have an ultimately finite range. :(
After some experimentation, I've become pretty sure that something is wrong with the Transfer Behavior action. It transfers the behavior perfectly, but the behavior itself does not register properly on the new unit (at least for Validator purposes). I'm posting here to see if anyone else has the same problems with this, or to see if it's just me.
@Myndful: Go
Ugh you're right, I just tried using this effect to shift a behavior from one unit to another and it 'looks' all good but then when I tried to do it again the validators are still firing like the first unit still has the behavior. Damn, this really puts a crimp in my plans...
That's because, that is the point of Transfer Behavior. It is still the same Behavior so the Behavior's Target is still the old unit, the Behavior's Caster is still the unit that applied it to the original unit first, etc.
What you could do is Remove Behavior and reapply it again on the new one.
I admittedly never thought this post would see the light of day. Regardless, I didn't realize that it kept the same target and old unit. That's interesting. It certainly opens up new possibilities, but crushes my dreams of a super duper easy way of keeping the duration of a behavior that is transferred between units. Incidentally, I ended up using remove and reapply for my specific problem.
Ugh, nah actually the transfer behavior works right, meant to come back and edit the thread but forgot. It was my own triggers creating this false impression but yah the transfer behavior does work as advertised.
Disclosure wise: I'm using behaviors to control a capture the flag system and once I *really* started to understand transfer vs validators vs effect sets it all came together and works properly.
(sorry for double post)
This though, this crushes me too...this was something I was going to rely on for a particular effect involving a bouncing missile that needed to be rebuilt on each bounce but I wanted it to have an ultimately finite range. :(