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    posted a message on (Solved) Adding Energy Regeneration Delay to Unit After Casting Spell

    It works perfectly now! Thank you.

    Posted in: Data
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    posted a message on (Solved) Adding Energy Regeneration Delay to Unit After Casting Spell

    I put the apply behaviour effect with abilities - force field on the sentry, so that the ability had 2 effects: forcefield itself, and the apply. Effect: unit was set to caster.

     

    http://imgur.com/a/RSkJA

    http://imgur.com/a/WhhF5

    Posted in: Data
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    posted a message on (Solved) Adding Energy Regeneration Delay to Unit After Casting Spell

    Hi, I've been messing around with the editor and trying to edit abilities. I find the data editor very esoteric, and am having a difficult time changing things efficiently.

     

    My goal is to have a sentry cast forcefield or guardian shield, and then turn off its energy regen. After 5 seconds, it regenerates very quickly to full. 

     

    My first try was to put 5 in the Energy Regeneration Delay Field of the sentry. This did not work as stated in the tooltip ("time between unit using energy and the unit continuing to regenerate energy"). In practice the delay only happened when the sentry was hit in combat, just like how shield regeneration worked. 

     

    My second try was to attach the effect "Disable Caster Energy Regen" to apply the behaviour "Disable Energy Regen" for 5 seconds whenever force field was cast. This had no effect, and left me at a loss.

     

    Pardon my retardation, but what do I do?

    Posted in: Data
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