Is your destroy persistent lower in the list than your other effects in the set?
Yes.
Quote:
Problem with that solution is if the target unit dies the buff is known as removed.
Err, I meant the unit with ammo not the unit it was shooting - ie, the "target unit" for the persistent that is telling the unit to return once it is full of ammo again.
In that case, it wouldn't matter if it died because the persistent wouldn't be needed anymore, anyway.
I thought if a persistent's validator returned false, it would destroy itself.
The persistent is constantly checking the unit that has ammo to detect if it is full and order it back, then I could add a validator that is checking for a buff on that unit.. and if it returns false, it would get destroyed, right?
I'm not sure if it would be a more reliable way of doing it or not, even if it is possible. If anyone knows how to make the other method work, though, I'm all ears.
Well in the version I posted I had some features you wanted. Maybe specify your aim in more detail and highlight the current flaws in the system. A summary of the progress so far is always good.
The version you posted, on page #12, has the same problem as mine: The persistent ordering the unit to return is never removed.
This is the sole issue remaining.
My latest version (see attached) will work intermittently: Sometimes the units will be ordered back and the persistent destroyed, but in some cases it will be destroyed before they return.
I've tried to follow every suggestion you made since I first complained about it in #17, and I've also tried other various solutions on my own, with no luck.
Thank you for your help, DrSuperEvil. I believe I ought to credit you on any map I make, irregardless if you were directly involved, because chances are you helped me with them in some part or another. :P (Seriously, you dedicate a lot of time to helping here. I see you post in nearly every thread. There isn't anyone else who does that. (Sadly))
Sadly there are very few data editors that rival my calibur and currently they are either on holiday or busy with their own projects.
Seems like your unit is reaching 10 stacks of ammo validating a previous period of the effect causing it to disable before it uses the issue order. Could awaly get it to apply your unused buff in a refreshing stack that on duration expire it does the dirty.
Yes.
Err, I meant the unit with ammo not the unit it was shooting - ie, the "target unit" for the persistent that is telling the unit to return once it is full of ammo again.
In that case, it wouldn't matter if it died because the persistent wouldn't be needed anymore, anyway.
Thought you wanted it to return to the area the unit was?
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
Errr, I'm confused.
I thought if a persistent's validator returned false, it would destroy itself.
The persistent is constantly checking the unit that has ammo to detect if it is full and order it back, then I could add a validator that is checking for a buff on that unit.. and if it returns false, it would get destroyed, right?
I'm not sure if it would be a more reliable way of doing it or not, even if it is possible. If anyone knows how to make the other method work, though, I'm all ears.
Correct although this does not apply to the period validation.
Correct.
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
Ergh. ><
I don't really want to give up on it this close to completion, but I'm running out of ideas for fixing it..
Well in the version I posted I had some features you wanted. Maybe specify your aim in more detail and highlight the current flaws in the system. A summary of the progress so far is always good.
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
Sorry, I got derailed a bit there.
The version you posted, on page #12, has the same problem as mine: The persistent ordering the unit to return is never removed.
This is the sole issue remaining.
My latest version (see attached) will work intermittently: Sometimes the units will be ordered back and the persistent destroyed, but in some cases it will be destroyed before they return.
I've tried to follow every suggestion you made since I first complained about it in #17, and I've also tried other various solutions on my own, with no luck.
Thank you for your help, DrSuperEvil. I believe I ought to credit you on any map I make, irregardless if you were directly involved, because chances are you helped me with them in some part or another. :P (Seriously, you dedicate a lot of time to helping here. I see you post in nearly every thread. There isn't anyone else who does that. (Sadly))
Sadly there are very few data editors that rival my calibur and currently they are either on holiday or busy with their own projects.
Seems like your unit is reaching 10 stacks of ammo validating a previous period of the effect causing it to disable before it uses the issue order. Could awaly get it to apply your unused buff in a refreshing stack that on duration expire it does the dirty.
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