I use a validator that is added to my behavior, to check for unit movement. If the unit moves, the behavior becomes disabled.
I want the behavior to become active WHEN the unit has stood still for 5 seconds. When it moves, the behavior is disabled. Then it must stand still for 5 more seconds to make it active again...
You can add the behavior initially to the unit with a validator(Disable) on the buff. Or you can add the buff everytime a unit is created, with the validator ofcourse.
Create a second buff and a validator that checks for that buff(=>1), add that validator to the original buff and create a effect that applies the second buff. Now add the effect to the periodic effect field. I'm not sure if this will work since disabled behaviors are paused and it could be that the timer will not be reset of the period effect.
Could always add a level of complexity then that buff 1 is disabled by buff 2 and 3. Buff 2 is removed when the unit moves and buff 1 is disabled by it. Buff 1 has a 0.016 period while buff 2 has a 5 sec duration that adds buff 3 as a final effect.
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I use a validator that is added to my behavior, to check for unit movement. If the unit moves, the behavior becomes disabled.
I want the behavior to become active WHEN the unit has stood still for 5 seconds. When it moves, the behavior is disabled. Then it must stand still for 5 more seconds to make it active again...
Any ideas?
You can add the behavior initially to the unit with a validator(Disable) on the buff. Or you can add the buff everytime a unit is created, with the validator ofcourse.
Yeah I have initially added the buff to the unit. The buff has a validator that checks for movement: If the unit moves the buff is disabled.
I want the buff to be enabled again as soon as the unit has stood still for 5 seconds. That is the tricky part.
Create a second buff and a validator that checks for that buff(=>1), add that validator to the original buff and create a effect that applies the second buff. Now add the effect to the periodic effect field. I'm not sure if this will work since disabled behaviors are paused and it could be that the timer will not be reset of the period effect.
Could always add a level of complexity then that buff 1 is disabled by buff 2 and 3. Buff 2 is removed when the unit moves and buff 1 is disabled by it. Buff 1 has a 0.016 period while buff 2 has a 5 sec duration that adds buff 3 as a final 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