i have created a levelable ability, which applies different behavior depending on the ability level. the problem is, the behavior from level 2 is applied on ability level-up (i thought it will be applied after i use my ability).
technical data of that ability:
ability object
effect, which casts the behavior, that is not the problem (5 times - one per level)
behavior casted by that effect
effect of type "set" which is fired on behavior's final effect
5 effects, which apply 5 different behaviors
5 behaviors - each has it's own requirement, which compares ability level (Behavior - Requirements) - for example: 1 lvl - slow down, 2 lvl - speed up.
i think the problem is that i use that requirements. i think they don't disable the behaviors, but just hide them until the ability is on the specified level.
is there any way of make the behaviors don't fire on ability level-up?
i think you misunderstood me. if the ability was so simple like the one in the "attack_defend_swap" (cover fire - i think you meant that ability), there would not be any problem, because i could use effect-instant ability, which casts apply behavior effects depending on level.
the problem is that i have to apply one behavior, which casts "apply behavior" effect on its "final effect". it means:
my unit goes uncommandable for some time (1st behavior - it does not change by level)
after the unit is commandable (the timer runs out), the 1st behavior applies other behavior depending on the ability level.
Was more likely refering to the viper rounds or the shield gen. You can use the ability level to determine what buffs are active. Use them as counter buffs for the validators for your main buff Apply Behaviour effects.
Have it cast the counter buffs as the initial effect.
i have created a levelable ability, which applies different behavior depending on the ability level. the problem is, the behavior from level 2 is applied on ability level-up (i thought it will be applied after i use my ability).
technical data of that ability:
i think the problem is that i use that requirements. i think they don't disable the behaviors, but just hide them until the ability is on the specified level.
is there any way of make the behaviors don't fire on ability level-up?
You could just use a Behavior ability that is constantly on. Else do like in the maps.
http://www.sc2mapster.com/wiki/galaxy/data/abilities/behavior/
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
i think you misunderstood me. if the ability was so simple like the one in the "attack_defend_swap" (cover fire - i think you meant that ability), there would not be any problem, because i could use effect-instant ability, which casts apply behavior effects depending on level.
the problem is that i have to apply one behavior, which casts "apply behavior" effect on its "final effect". it means:
Was more likely refering to the viper rounds or the shield gen. You can use the ability level to determine what buffs are active. Use them as counter buffs for the validators for your main buff Apply Behaviour effects.
Have it cast the counter buffs as the initial effect.
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