EDIT:: Solved. It was likely just a stupid glitch. Seems to have fixed itself after I rechecked hours later(basically I think reloading the editor did the trick).
So, I'm working on my How you Build map(still, did an overhaul since Upgrading Power Level behaviors is impossible) So I went the route of Using An ability with a channeled Cast Time, cost, etc, and at the end it removes power behavior, replaces it with higher power behavior, issues an order to "upgrade" the UI's Equipment Array to show the proper Power Level by just selecting the Nexus.((Too many damn overhauls for this...))
Anyways, uncancelable ability(Effect- Instant), cost 100 minerals and 100 shields, test it out... it uses 100 minerals instantly, waits the 30 seconds to remove 100 shields.
Went and unchecked "Wait to Spend", I want 100 minerals and 100 shields taken right away. Test again, still takes 100 minerals right away, still waits 30 secons to remove 100 shields.
Cross referenced the Wiki since it seems pretty darn obvious what "Wait to Spend" means, and sure enough my "obvious" conclusion matches that of the Wiki.
Wait To Spend only uses the cost resources/vitals after casting the effect. WRONG.
Was this even checked? Or am I just semi-retarded? :P
I decided to test with 101 shields, Wait to Spend checked. Start the ability, attack the Nexus, ability cancels immediately, minerals not returned. Real nice... you start upgrading the last level, get EMP'd a bunch, you just lost minerals for good.
Same test, Wait to Spend not checked, same results.
Anyone ever run across this problem themselves and have a work around?
Why switch to a behavior? I got it working fine, it just takes the minerals right away and waits for the energy, no matter what I try. A behavior ability is a toggle, is it not? Like cloak?
So, I'm working on my How you Build map(still, did an overhaul since Upgrading Power Level behaviors is impossible)
It can be set to be unable to be toggled and on by default making it useful for leveled passives in that each level can use a different behaviour. It might be the answer to your problem of having leveled power behaviours for hero like units.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
On the topic of the Wait to Spend... it now works today... very odd. All I did was give the ability to a zealot, and when I tested it on the Zealot, it worked fine. So I took it off the zealot, and now it works fine for the Nexus. Likely fixed because I restarted the editor hours later... weird editor.
EDIT:: Solved. It was likely just a stupid glitch. Seems to have fixed itself after I rechecked hours later(basically I think reloading the editor did the trick).
So, I'm working on my How you Build map(still, did an overhaul since Upgrading Power Level behaviors is impossible) So I went the route of Using An ability with a channeled Cast Time, cost, etc, and at the end it removes power behavior, replaces it with higher power behavior, issues an order to "upgrade" the UI's Equipment Array to show the proper Power Level by just selecting the Nexus.((Too many damn overhauls for this...))
Anyways, uncancelable ability(Effect- Instant), cost 100 minerals and 100 shields, test it out... it uses 100 minerals instantly, waits the 30 seconds to remove 100 shields.
Went and unchecked "Wait to Spend", I want 100 minerals and 100 shields taken right away. Test again, still takes 100 minerals right away, still waits 30 secons to remove 100 shields.
Cross referenced the Wiki since it seems pretty darn obvious what "Wait to Spend" means, and sure enough my "obvious" conclusion matches that of the Wiki.
Was this even checked? Or am I just semi-retarded? :P
I decided to test with 101 shields, Wait to Spend checked. Start the ability, attack the Nexus, ability cancels immediately, minerals not returned. Real nice... you start upgrading the last level, get EMP'd a bunch, you just lost minerals for good.
Same test, Wait to Spend not checked, same results.
Anyone ever run across this problem themselves and have a work around?
Could you not use a Behavior ability to add the different Power Source behaviours?
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
Why switch to a behavior? I got it working fine, it just takes the minerals right away and waits for the energy, no matter what I try. A behavior ability is a toggle, is it not? Like cloak?
It can be set to be unable to be toggled and on by default making it useful for leveled passives in that each level can use a different behaviour. It might be the answer to your problem of having leveled power behaviours for hero like units.
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
Hmm, I'll have to take a look and see.
On the topic of the Wait to Spend... it now works today... very odd. All I did was give the ability to a zealot, and when I tested it on the Zealot, it worked fine. So I took it off the zealot, and now it works fine for the Nexus. Likely fixed because I restarted the editor hours later... weird editor.
Solved... I guess.