In an effort to get another thing working, I need to be able to get an ability of type augment working with the Move ability. My question simple: is it possible to have an augment ability autocast when using the move ability, and if so, how? As a proof of concept I've been working on making zealot-charge work on a point _and making this autocast when you use the move command_. It was easy to make a zealot charge a point, but try as I might, I cannot get the ability to autocast when I simply use the move command, the same way that a zealot autocasts charge when you use the attack command. Is there something I should be looking out for to fix this?
Charge is the only ability in the game of type Augment, so I don't really know what exactly Augment abilities do that other ability types don't.
My first thought is to change the Augment Ability Command to Move, though you probably already tried this.
My second thought is to say forget Augment, use an Instant that targets self with a Is Moving validator.
Well, the issue is I want it to fire like an augment, so that the ability fires when the player selects move, or clicks the map. If there is an alternative way to do this, I'm open to it, but I don't know any.
I also just want to find out if anyone has had success attaching an augment ability to the Move command. I have reason to believe this is possible, but I've utterly failed to get the ability to fire on move. The reason I think it would work is I'm fixing someone else's broken project, which I am strongly led to believe worked at one point using Augments associated with the move command, but now doesn't. I'm frustrated because I don't even know if this is possible now, or what I could be doing wrong.
Basically, it doesn't work, and the only (showstopping) bug is that the primary Augment which hooks the Move command to the effects necessary to move the squad around just flat out don't work. The ability itself works if you isolate it on the command card, but getting to get the two to work synchronously doesn't.
Augment casts an effect followed instantly by the ability. As the move probably can target directly under the units feet unlike the attack which needs a target it probably does just that so you are moving to where the unit is already standing.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
For what its worth, I got in contact with the original author, and apparently the augment implementation is broken now. It sounds like a patch may have broken it; I can't get Augments to interact with move at all anymore. So it sounds like this is a bit of a lost cause, but thanks for the help anyway.
I have Augment working successfully with Move for my RPG's Charge. It allows the player to target a point and the Zealot-based hero charges to that point.
I disabled the auto-cast for it, but I think it worked just fine, if I remember right. Here is the mod file for my map as reference. You need to change a lot of stuff, including validators.
In an effort to get another thing working, I need to be able to get an ability of type augment working with the Move ability. My question simple: is it possible to have an augment ability autocast when using the move ability, and if so, how? As a proof of concept I've been working on making zealot-charge work on a point _and making this autocast when you use the move command_. It was easy to make a zealot charge a point, but try as I might, I cannot get the ability to autocast when I simply use the move command, the same way that a zealot autocasts charge when you use the attack command. Is there something I should be looking out for to fix this?
Charge is the only ability in the game of type Augment, so I don't really know what exactly Augment abilities do that other ability types don't.
My first thought is to change the Augment Ability Command to Move, though you probably already tried this.
My second thought is to say forget Augment, use an Instant that targets self with a Is Moving validator.
Well, the issue is I want it to fire like an augment, so that the ability fires when the player selects move, or clicks the map. If there is an alternative way to do this, I'm open to it, but I don't know any.
I also just want to find out if anyone has had success attaching an augment ability to the Move command. I have reason to believe this is possible, but I've utterly failed to get the ability to fire on move. The reason I think it would work is I'm fixing someone else's broken project, which I am strongly led to believe worked at one point using Augments associated with the move command, but now doesn't. I'm frustrated because I don't even know if this is possible now, or what I could be doing wrong.
This is the work in question: http://forums.sc2mapster.com/resources/project-workplace/16134-release-comprehensive-squad-system/
Basically, it doesn't work, and the only (showstopping) bug is that the primary Augment which hooks the Move command to the effects necessary to move the squad around just flat out don't work. The ability itself works if you isolate it on the command card, but getting to get the two to work synchronously doesn't.
Augment casts an effect followed instantly by the ability. As the move probably can target directly under the units feet unlike the attack which needs a target it probably does just that so you are moving to where the unit is already standing.
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
For what its worth, I got in contact with the original author, and apparently the augment implementation is broken now. It sounds like a patch may have broken it; I can't get Augments to interact with move at all anymore. So it sounds like this is a bit of a lost cause, but thanks for the help anyway.
I have Augment working successfully with Move for my RPG's Charge. It allows the player to target a point and the Zealot-based hero charges to that point.
I disabled the auto-cast for it, but I think it worked just fine, if I remember right. Here is the mod file for my map as reference. You need to change a lot of stuff, including validators.
http://www.zhrpg.net/forum/viewtopic.php?f=29&t=1114