Hmm, I think I found the problem, in your triggers, you only have one condition under the AND for the "Shield me" both the restore and buff. I noticed, I've been changing shield stats for units, and they're always 100, even if they don't have shields originally. Your trigger is only recognizing one condition, and unfourtunately does both, setting shields to 100, both setting to max and fully restoring, but not units can have more than 100.
If you move both conditions under the AND, it will work for the most part. You need to change the values, right now, it will never do the buff because you have the statement generally speaking - If maximum shields == 100 AND maximum shields == 0.0, it will always return false, they are contradicting statements. So, it continuously does the other statement, which actually reduces maximum shields to 100 if your unit has more than that.
I'll take a look at it in a minute I'm not surprised I managed to screw it up.
What I had actually had the problem with was the ability that needs to be cast not auto casting. If you load up the map now the Void Bullet ability is attached to a building with auto-cast on and it starts with like 10-11 energy and it'll go up to 50 without it ever casting thats like 2 or 3 minutes of game time. I just want to know what the delay is from so I can fix it.
Yeah. It's kinda of like a remake of castle fight. Where buildings in a base can have abilities that can be offensive or defensive so I kinda need them to auto-cast without them having like a 5 minute delay on them.
As for the wacky trigger you were looking at. I want it to basically be if the target has a shield to give it additional shields and if the target doesn't have any shields or less then 100 shields then to give them 100 shield.
I figured out what was going on. Apparently the Buildings can't turn to target the enemy ( I don't get it either.) So because they are not looking in that direction they could never cast. Thanks for trying to help though ^.^
Lol, yeh I came to that assumption too, but I was trying to figure out how to make it be able to do it without needing to turn. Sorry I could only help with the first one. I'll continue to work on it if need be an I'll message you if I come up with something.
I have the ability set to auto cast then it either doesn't or it takes so long that it I never see it happen any idea how to fix this?
@Reaperguyver: Go
Whats the set up on your ability, could you post the map or a pick of the ability in the data editor?
I'll post the map it would be easier.
I have to one that is called POWER! (don't ask) and another that is called "Void Bullet".
@Reaperguyver: Go
Hmm, I think I found the problem, in your triggers, you only have one condition under the AND for the "Shield me" both the restore and buff. I noticed, I've been changing shield stats for units, and they're always 100, even if they don't have shields originally. Your trigger is only recognizing one condition, and unfourtunately does both, setting shields to 100, both setting to max and fully restoring, but not units can have more than 100.
@Jones2412: Go
If you move both conditions under the AND, it will work for the most part. You need to change the values, right now, it will never do the buff because you have the statement generally speaking - If maximum shields == 100 AND maximum shields == 0.0, it will always return false, they are contradicting statements. So, it continuously does the other statement, which actually reduces maximum shields to 100 if your unit has more than that.
I'll take a look at it in a minute I'm not surprised I managed to screw it up.
What I had actually had the problem with was the ability that needs to be cast not auto casting. If you load up the map now the Void Bullet ability is attached to a building with auto-cast on and it starts with like 10-11 energy and it'll go up to 50 without it ever casting thats like 2 or 3 minutes of game time. I just want to know what the delay is from so I can fix it.
@Reaperguyver: Go
So you want a building to have the void bullets?
@Jones2412: Go
Yeah. It's kinda of like a remake of castle fight. Where buildings in a base can have abilities that can be offensive or defensive so I kinda need them to auto-cast without them having like a 5 minute delay on them.
As for the wacky trigger you were looking at. I want it to basically be if the target has a shield to give it additional shields and if the target doesn't have any shields or less then 100 shields then to give them 100 shield.
I figured out what was going on. Apparently the Buildings can't turn to target the enemy ( I don't get it either.) So because they are not looking in that direction they could never cast. Thanks for trying to help though ^.^
@Reaperguyver: Go
Lol, yeh I came to that assumption too, but I was trying to figure out how to make it be able to do it without needing to turn. Sorry I could only help with the first one. I'll continue to work on it if need be an I'll message you if I come up with something.
@Jones2412: Go
I got it, inside the ability itself, change the arc to 360.
@Jones2412: Go
Awsome thank you I'll fix that right away lol.