Currently, I'm trying to have a unit controlled by an AI constantly search for enemy units with a specific Behavior on them, and cast a specific Ability on them once they've been spotted - I've managed similar effects where a unit will constantly search for a Validated unit to launch a projectile at or apply a Behavior to, but I'm stumped when it comes to doing the same thing but with Ability casts (complete with cost, cooldown, etc.).
My current attempt is to have the same setup I have with the projectile/behavior-driven versions (Behavior that constantly applies a Search that sets off the Launch/Apply that is gated by a Validator), with the Issue Order having the Effect:Ability = the desired Ability, Effect:Unit = Caster, Target:Target = Target Unit, and Validators = the desired Validator.
Is this just not how to do what I'm aiming for, or is there some specific Field arrangement I need to set up for it to work properly? (I've tried acting based off of the mouse-over help, but that has only gotten me this far)
I could see it being possible with a weapon (having the "cooldown" be a Buff that disables the use of the ability through Unit Compare Behavior Count, and the actual targeting being limited similarly through Validators), although I think I'd keep that as a last resort because I might not be able to control it in the ways I want to.
As for autocast, I still haven't quite figure out what that's all about! I see people talking about scripts, but since I'm pretty much only semi-competent when it comes to meddling around with Data fields right now, it might not be the best course of action. Is there a simple way I'd be able to tell it to cast it whenever certain conditions are met through Validators (ex. only casting when the caster has a certain Behavior, or having it prioritize units with a certain Behavior or set amount of vitals etc.)?
Currently, I'm trying to have a unit controlled by an AI constantly search for enemy units with a specific Behavior on them, and cast a specific Ability on them once they've been spotted - I've managed similar effects where a unit will constantly search for a Validated unit to launch a projectile at or apply a Behavior to, but I'm stumped when it comes to doing the same thing but with Ability casts (complete with cost, cooldown, etc.).
My current attempt is to have the same setup I have with the projectile/behavior-driven versions (Behavior that constantly applies a Search that sets off the Launch/Apply that is gated by a Validator), with the Issue Order having the Effect:Ability = the desired Ability, Effect:Unit = Caster, Target:Target = Target Unit, and Validators = the desired Validator.
Is this just not how to do what I'm aiming for, or is there some specific Field arrangement I need to set up for it to work properly? (I've tried acting based off of the mouse-over help, but that has only gotten me this far)
why dont you use autocast for this purpose? or even a weapon?
@FunkyUserName: Go
I could see it being possible with a weapon (having the "cooldown" be a Buff that disables the use of the ability through Unit Compare Behavior Count, and the actual targeting being limited similarly through Validators), although I think I'd keep that as a last resort because I might not be able to control it in the ways I want to.
As for autocast, I still haven't quite figure out what that's all about! I see people talking about scripts, but since I'm pretty much only semi-competent when it comes to meddling around with Data fields right now, it might not be the best course of action. Is there a simple way I'd be able to tell it to cast it whenever certain conditions are met through Validators (ex. only casting when the caster has a certain Behavior, or having it prioritize units with a certain Behavior or set amount of vitals etc.)?
the validator of the first effect of your ability/weapon determines if a ability is cast or not, so yes you can
@FunkyUserName: Go
Looks like this works like a charm - thanks for the help!