The ability command is called "ResetPriority(0) Target: 4#1", if it helps. ResetPriority is the ability name. (0) is the command index, I think. Don't know what is Target: 4#1. The number before the # changes every time.
I get this error when I try to order a unit to cast an effect-instant ability using after existing orders. The error goes away when I use replace existing orders, but I need to use after existing order because I want to queue the order. How to fix it?
user tells a unit to attack a point (order count on unit is 1: attack point) ->
unit moves towards that point and sees an enemy unit ->
unit attacks the enemy unit (order count becomes 2: order 1: attack the enemy unit;
order 2: attack point;) ->
my trigger kicks in and order unit to move (order count becomes 3: order 1: move;
order 2: attack the enemy unit;
order 3: attack point;)
What I want:
user tells a unit to attack a point (order count on unit is 1: attack point) ->
unit moves towards that point and sees an enemy unit ->
unit attacks the enemy unit (order count becomes 2: order 1: attack the enemy unit;
order 2: attack point;) ->
HERE COMES THE DIFFERENCE
my trigger kicks in and order unit to move (order count remains at 2: order 1: move;
order 2: attack point;)
So as you can see, I want to ignore order 1: attack the enemy unit, because it was issued by the game and not the user. User ordered attack point and my trigger ordered move. I'm not sure where order 1: attack the enemy unit came from, but it's there when my trigger kicks in, and I don't want it; I want my move order to replace it.
But to do so, I need to make sure it's not issued by a user. If it's issued by a user (or a trigger), then I want to keep it. So the problem is, I need a way to check if the order is issued by a user.
This doesn't seem any simpler than my original post, but I'm not really sure what's going on, so I can only describe it to you. My English sucks, but hopefully you can see what I'm talking about.
I don't know if I understand it correctly, but it seems that when you order a unit to attack a point, and the unit acquires a target along its way to that point, the game inserts another order before your attack point order, which orders the unit to attack that target first then attack-move to the point. So the unit originally has 1 order: attack point, and now it has 2 orders. The same thing happens when a unit has no order, and then a target enters its range, the unit suddenly gains 2 orders: attack the target and move back to its original position.
The problem is these order are issued by the game, and in my trigger, I need to remove them. How to do that? I can get all the orders on a unit, but how to tell whether they are issued by the game or a user? Also, I want trigger issued orders to be left untouched as well.
I want to, but I don't have the skill. Can you give me some specific instructions on how to create a behavior that detects banelings within the range of 4? Thanks
I've been trying to create a behavior but haven't been successful, can you give me some specific instructions on how to create such a behavior? I would really appreciate it.
I use an auto-casting ability as a detector, but the problem is if the unit is moving it does not auto-cast the ability, therefore no detection. How to fix this?
0
Is it doable? The autocast must only happen when:
0
The ability command is called "ResetPriority(0) Target: 4#1", if it helps. ResetPriority is the ability name. (0) is the command index, I think. Don't know what is Target: 4#1. The number before the # changes every time.
0
I get this error when I try to order a unit to cast an effect-instant ability using after existing orders. The error goes away when I use replace existing orders, but I need to use after existing order because I want to queue the order. How to fix it?
0
Ok, thanks for the help
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How to sort an array of real numbers, in ascending order?
0
Sorry about my English. Let me try that again.
What happens is this:
What I want:
So as you can see, I want to ignore order 1: attack the enemy unit, because it was issued by the game and not the user. User ordered attack point and my trigger ordered move. I'm not sure where order 1: attack the enemy unit came from, but it's there when my trigger kicks in, and I don't want it; I want my move order to replace it.
But to do so, I need to make sure it's not issued by a user. If it's issued by a user (or a trigger), then I want to keep it. So the problem is, I need a way to check if the order is issued by a user.
This doesn't seem any simpler than my original post, but I'm not really sure what's going on, so I can only describe it to you. My English sucks, but hopefully you can see what I'm talking about.
Let me know if it's still not clear.
0
I don't know if I understand it correctly, but it seems that when you order a unit to attack a point, and the unit acquires a target along its way to that point, the game inserts another order before your attack point order, which orders the unit to attack that target first then attack-move to the point. So the unit originally has 1 order: attack point, and now it has 2 orders. The same thing happens when a unit has no order, and then a target enters its range, the unit suddenly gains 2 orders: attack the target and move back to its original position.
The problem is these order are issued by the game, and in my trigger, I need to remove them. How to do that? I can get all the orders on a unit, but how to tell whether they are issued by the game or a user? Also, I want trigger issued orders to be left untouched as well.
0
How to store an order queue? Or remove an order from the order queue of a unit?
Edit: Never mind, you can use an order array... didn't see that array checkbox...
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@SouLCarveRR: Go
Great, got it. It's working. Thanks a lot!
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@SouLCarveRR: Go
I want to, but I don't have the skill. Can you give me some specific instructions on how to create a behavior that detects banelings within the range of 4? Thanks
0
@deleted_4934777: Go
I can't seem to find Flag - Automatic in the ability's tab. Which type of ability did you use? I'm using Effect - Taget
@TheAlmaity: Go
I've been trying to create a behavior but haven't been successful, can you give me some specific instructions on how to create such a behavior? I would really appreciate it.
0
@OneSoga: Go
no
0
@OneSoga: Go
Well, I use it to detect if certain target is in range, and flee from that target. So it should detect all the time.
0
@DrHu: Go
it did make the ability able to be casted while moving, but the auto-cast still does not happen while moving. Is there something else need to be set?
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I use an auto-casting ability as a detector, but the problem is if the unit is moving it does not auto-cast the ability, therefore no detection. How to fix this?