I have auto cast validators working fine for transient abilities, as transient abilities of course don't prevent other actions such as attacking.
Here's an example of such an auto cast ability that makes the casting unit stall without doing anything. The ability obviously works fine when cast manually.
Field ZzThorAbilityBarrage
Ability: Acquire Attackers Enabled
Ability: Alignment Neutral
Ability: Arc 0
Ability: Arc Slop 11.25
Ability: Auto Cast Acquire Level Offensive
Ability: Auto Cast Filters Required: Ground, Visible; Excluded: Self, Player, Ally, Neutral, Missile, Stasis, Dead, Hidden, Invulnerable
Ability: Auto Cast Range 6
Ability: Auto Cast Validators + (ZzThorValidatorBarrageAutocast)
Ability: Cancelable +
Ability: Commands + (ZzThorButtonBarrage|Cancel):((Disabled|Enabled|Disabled)|(Disabled|Disabled|Disabled)):(Available|Available):(ZzThorReqBarrage|None)
Ability: Inherit Attack Priorities +
Ability: Name ZzThorAbilityBarrage
Ability: Progress Buttons + ((None)|(None)|ZzThorButtonBarrage|(None)|(None))
Ability: Smart Validators +
Ability: Target Filters + (Required: Ground, Visible; Excluded: Self, Missile, Stasis, Dead, Hidden, Invulnerable)
Ability: Target Sorts + (TSLifeLargestFirst):1:0
Ability: Uninterruptible + Prepare, Cast, Channel, Finish
Ability: Validate + Approach, Prepare
Effect: Cursor Effect + (ZzThorBarrageDamage)
Effect: Effect + (ZzThorBarrageCreate)
Effect: Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/ZzThorAbilityBarrage
Effect: Markers Used + Approach, Prepare, Cast, Channel
Stats: Cast Finish Time +
Stats: Cast Start Time + (2.0000)
Stats: Finish Time + (2.0000)
Stats: Flags + Abort On Alliance Change, Allow Movement, Auto Cast, Auto Cast On, Best Unit, No Deceleration, Re-executable, Require Target Vision, Wait To Spend, Transport Acquired Passengers
Stats: Follow Range 5
Stats: Prepare Time +
Stats: Range + (7)
Stats: Range Extra 1
UI: Activity
UI: Alert Array + ((None)|(None)|(None)|(None)|(None))
UI: Default Error Must target unit
UI: Error Alert (None)
UI: Orders + ((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds
UI: Show Progress + Cast
UI: Target Message Select target
UI: Tooltip Priority 1
Where "ZzThorValidatorBarrageAutocast" would be a simple validator such as checking if the target has > 200 life.
I have posted a lot around here, but I think it's the first time I actually ask a question!
When playing with auto-cast for offensive abilities (computer units can use Tactical AI, this is for player units), I noticed something rather strange. The unit will attempt to cast the ability on any unit that matches the "Auto cast filters" within range. I assumed the purpose of "Auto cast validators" would be to narrow down the list of good targets (such as the target having more than X life), but instead, if the "Auto cast validators" fail, the unit gets stuck attempting to cast the ability while never actually casting it.
I have verified and the current order *is* to cast the ability, the button acquires a white tint (current order), the unit stops attacking or doing anything else. Except it doesn't cast the ability as the auto-cast validator doesn't let it do so. It just sits there helplessly.
I tried playing with other ability fields such as Cancelable, Validate and Uninterruptible, in case it would make a difference. Are auto-cast validators really that useless? Or I'm just doing something wrong here?
Problem resolved!
If anyone encounters the same problem with auto-cast validators, set the ability's Acquire Attackers to Disabled.
I have auto cast validators working fine for transient abilities, as transient abilities of course don't prevent other actions such as attacking.
Here's an example of such an auto cast ability that makes the casting unit stall without doing anything. The ability obviously works fine when cast manually.
Field ZzThorAbilityBarrage
Ability: Acquire Attackers Enabled
Ability: Alignment Neutral
Ability: Arc 0
Ability: Arc Slop 11.25
Ability: Auto Cast Acquire Level Offensive
Ability: Auto Cast Filters Required: Ground, Visible; Excluded: Self, Player, Ally, Neutral, Missile, Stasis, Dead, Hidden, Invulnerable
Ability: Auto Cast Range 6
Ability: Auto Cast Validators + (ZzThorValidatorBarrageAutocast)
Ability: Cancelable +
Ability: Commands + (ZzThorButtonBarrage|Cancel):((Disabled|Enabled|Disabled)|(Disabled|Disabled|Disabled)):(Available|Available):(ZzThorReqBarrage|None)
Ability: Inherit Attack Priorities +
Ability: Name ZzThorAbilityBarrage
Ability: Progress Buttons + ((None)|(None)|ZzThorButtonBarrage|(None)|(None))
Ability: Smart Validators +
Ability: Target Filters + (Required: Ground, Visible; Excluded: Self, Missile, Stasis, Dead, Hidden, Invulnerable)
Ability: Target Sorts + (TSLifeLargestFirst):1:0
Ability: Uninterruptible + Prepare, Cast, Channel, Finish
Ability: Validate + Approach, Prepare
Effect: Cursor Effect + (ZzThorBarrageDamage)
Effect: Effect + (ZzThorBarrageCreate)
Effect: Marker + 1:(Disabled|Enabled|Disabled|Disabled):(Enabled|Disabled|Disabled|Disabled):Abil/ZzThorAbilityBarrage
Effect: Markers Used + Approach, Prepare, Cast, Channel
Stats: Cast Finish Time +
Stats: Cast Start Time + (2.0000)
Stats: Finish Time + (2.0000)
Stats: Flags + Abort On Alliance Change, Allow Movement, Auto Cast, Auto Cast On, Best Unit, No Deceleration, Re-executable, Require Target Vision, Wait To Spend, Transport Acquired Passengers
Stats: Follow Range 5
Stats: Prepare Time +
Stats: Range + (7)
Stats: Range Extra 1
UI: Activity
UI: Alert Array + ((None)|(None)|(None)|(None)|(None))
UI: Default Error Must target unit
UI: Error Alert (None)
UI: Orders + ((255,0,255,0)):(Assets\UI\Feedback\WayPointConfirm\WayPointConfirm.m3):(0.75):(Assets\Textures\WayPointLine.dds
UI: Show Progress + Cast
UI: Target Message Select target
UI: Tooltip Priority 1
Where "ZzThorValidatorBarrageAutocast" would be a simple validator such as checking if the target has > 200 life.
Do you have any idea what could be wrong?
Thanks.
I have posted a lot around here, but I think it's the first time I actually ask a question!
When playing with auto-cast for offensive abilities (computer units can use Tactical AI, this is for player units), I noticed something rather strange. The unit will attempt to cast the ability on any unit that matches the "Auto cast filters" within range. I assumed the purpose of "Auto cast validators" would be to narrow down the list of good targets (such as the target having more than X life), but instead, if the "Auto cast validators" fail, the unit gets stuck attempting to cast the ability while never actually casting it.
I have verified and the current order *is* to cast the ability, the button acquires a white tint (current order), the unit stops attacking or doing anything else. Except it doesn't cast the ability as the auto-cast validator doesn't let it do so. It just sits there helplessly.
I tried playing with other ability fields such as Cancelable, Validate and Uninterruptible, in case it would make a difference. Are auto-cast validators really that useless? Or I'm just doing something wrong here?