I am currently messing with stacked buffs and I wonder if the following is possible:
Whenever a stack of my buff is removed, I want to create an actor playing an animation. I tried Behaviors.MyBuff.Destroy -> Create in Actor events, but that only seems to trigger when the last stack of the buff is removed, not all stacks before.
I want the buff to execute an effect when all stacks are consumed and the buff is finally removed. Since the actor event above triggered on exactly that time, I tried adding the effect to the buffs Effect: Effect - Final, but that again seems to trigger everytime a stack is removed and not only when the last stack is removed...
Edit: Okay, now as I read through my own post I realize for the first problem I could just put a dummy effect into the Effect - Final which my actor could react to... But maybe there is an easier way without an extra effect?
You mean Validate Unit in actor terms? How would that solve the problem that the actor only shows up when the last stack is removed and not for each stack?
But thanks for pointing to that validator, I haven't thought of using validators at all. That one easily solves the two behavior problem :)
The term only allows the action to take place when the validator returns true. That way you can set it that only if there is 1 stack left or none remaining does the action occur.
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Yeah, but that's exactly what "Behaviors.MyBuff.Destroy" does even without terms. I want the actor to play every time I remove a stack, is there an event for that? I have not yet found one (but I onlyt tried a few so far), and if one exists that would be much easier than creating a dummy effect to run when the behavior is removed and an event that reacts to that dummy.
I am currently messing with stacked buffs and I wonder if the following is possible:
Whenever a stack of my buff is removed, I want to create an actor playing an animation. I tried Behaviors.MyBuff.Destroy -> Create in Actor events, but that only seems to trigger when the last stack of the buff is removed, not all stacks before.
I want the buff to execute an effect when all stacks are consumed and the buff is finally removed. Since the actor event above triggered on exactly that time, I tried adding the effect to the buffs Effect: Effect - Final, but that again seems to trigger everytime a stack is removed and not only when the last stack is removed...
Edit: Okay, now as I read through my own post I realize for the first problem I could just put a dummy effect into the Effect - Final which my actor could react to... But maybe there is an easier way without an extra effect?
I would try a Validate Unit term that uses a Unit Compare Behavior Count validator.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
You mean Validate Unit in actor terms? How would that solve the problem that the actor only shows up when the last stack is removed and not for each stack?
But thanks for pointing to that validator, I haven't thought of using validators at all. That one easily solves the two behavior problem :)
The term only allows the action to take place when the validator returns true. That way you can set it that only if there is 1 stack left or none remaining does the action occur.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Yeah, but that's exactly what "Behaviors.MyBuff.Destroy" does even without terms. I want the actor to play every time I remove a stack, is there an event for that? I have not yet found one (but I onlyt tried a few so far), and if one exists that would be much easier than creating a dummy effect to run when the behavior is removed and an event that reacts to that dummy.
Try behaviour level and do not use a Level term.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Works perfect, thanks a lot! :D