Good Idea, but I need workers to stay and doing nothing. And I need 'em to have the "worker" flag switched on, because it's also a flag for an aura which gives the behavior I need to remove workers from idle state.
Honestly, I don't know, what's "chanelling" and what's "idle ability", but u gave me an idea, and it worked. I gave my worker an autocast ability with long preparing time and the behavior as autocast condition.
Under the Units data type the UI - Fidget - Chance Array and the Unit - Idle Command fields allow you to get the unit to use an ability when idle (once played a map where the maker had set the unit to use a team killing grenade on itself if idle).
As for channelled abilities look at any Create Persistent effect that uses the Channeled flag, basicly it makes the ability be canceled if the unit stops channelling while the persistent can be made to last forever as long as it is channeled.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Oh, now I got your idea, which seem to work the same way like autocast ability which can be cancelled and starts when unit become idle too. Thanx for explanations, it's useful stuff.
Also, you just accidently helped me to understand, why weren't my unit able to use autocast ability while performing a persistent, so I just removed "channeling required", and now it works fine.
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I want a behavior to remove workers from idle state, so they wouldn't be shown by "idle workers" icon even if they stay and doing nothing.
Give them a custom Wander behavior. Set the timer really low, and make the move area/leash whatever size you like?
I believe the flag "worker" factors into the idle workers button
@BorgDragon: Go
Good Idea, but I need workers to stay and doing nothing. And I need 'em to have the "worker" flag switched on, because it's also a flag for an aura which gives the behavior I need to remove workers from idle state.
give them wander, keep their leash at 0? Try it out, don't know if that would work or not.
Or try leash 0.25, they might look like they fidget. Keep the fidget time very very low.
Yeah, I've tried to adjust wander's parameters, and situation is simple: they either idle or move, while I want 'em to be not Idle and not move.
A channeled non animated spell via the idle ability?
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
Honestly, I don't know, what's "chanelling" and what's "idle ability", but u gave me an idea, and it worked. I gave my worker an autocast ability with long preparing time and the behavior as autocast condition.
Under the Units data type the UI - Fidget - Chance Array and the Unit - Idle Command fields allow you to get the unit to use an ability when idle (once played a map where the maker had set the unit to use a team killing grenade on itself if idle).
As for channelled abilities look at any Create Persistent effect that uses the Channeled flag, basicly it makes the ability be canceled if the unit stops channelling while the persistent can be made to last forever as long as it is channeled.
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
Oh, now I got your idea, which seem to work the same way like autocast ability which can be cancelled and starts when unit become idle too. Thanx for explanations, it's useful stuff.
Also, you just accidently helped me to understand, why weren't my unit able to use autocast ability while performing a persistent, so I just removed "channeling required", and now it works fine.