At first I should say that I'm new to the Galaxy editor in English, so the translation can be a little different. Sorry for that. I'll put ' (?)' at translated words I'm not sure about.
I'm having problem trying to make a behavior that reacts on allied's presence/absence.
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This is what I'm trying to make:
1. A Dark Templar 'cloaks' if allied/player is far away.
2. A Dark Templar 'decloaks' if allied/player is nearby, is attacking, has been hit.
3. If Dark Templar decloaked, and has no allied/player nearby, he 'cloaks'
4. Repeated
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I've tried several methods to solve this problem, and this is one of them:
1. make behavior that 'DT decloaks'
2. validator(?) 'off' if [allied/player is far away]
3. make another behavior that 'DT cloaks'
4. validator 'off' if [allied/player is nearby, is attacking, has been hit]
5. put both the behaviors to DT's behavior
6. nothing happens
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Well, the different method I used was:
1. make behavior 'DT decloak'
2. put duration time 1
3. put renew duration(?) validator if [allied/player is nearby, is attacking, has been hit]
4. expiration effect(?) to apply behavior 'DT cloak'
5. make behavior 'DT cloak'
6. put duration time 1
7. put renew duration validator if [allied/player is far away]
8. expiration effect to apply behavior 'DT decloak'
9. put 'DT decloak' behavior to DT's behavior
10. nothing happens
-----
I've seen how pylon's MatrixOverload works, but this couldn't solve my problem.
At first I should say that I'm new to the Galaxy editor in English, so the translation can be a little different. Sorry for that. I'll put ' (?)' at translated words I'm not sure about.
I'm having problem trying to make a behavior that reacts on allied's presence/absence.
-----This is what I'm trying to make:
1. A Dark Templar 'cloaks' if allied/player is far away.
2. A Dark Templar 'decloaks' if allied/player is nearby, is attacking, has been hit.
3. If Dark Templar decloaked, and has no allied/player nearby, he 'cloaks'
4. Repeated
-----I've tried several methods to solve this problem, and this is one of them:
1. make behavior that 'DT decloaks'
2. validator(?) 'off' if [allied/player is far away]
3. make another behavior that 'DT cloaks'
4. validator 'off' if [allied/player is nearby, is attacking, has been hit]
5. put both the behaviors to DT's behavior
6. nothing happens
-----Well, the different method I used was:
1. make behavior 'DT decloak'
2. put duration time 1
3. put renew duration(?) validator if [allied/player is nearby, is attacking, has been hit]
4. expiration effect(?) to apply behavior 'DT cloak'
5. make behavior 'DT cloak'
6. put duration time 1
7. put renew duration validator if [allied/player is far away]
8. expiration effect to apply behavior 'DT decloak'
9. put 'DT decloak' behavior to DT's behavior
10. nothing happens
-----I've seen how pylon's MatrixOverload works, but this couldn't solve my problem.
@PriMan05: Go
Try the validator "is in combat" (or something like that) and set the inverse of that for the cloaking behavior.
Also, if it's only cloaked when nobody is around, what's the point of cloaking?
@GalaxyCross: Go
I'm trying to make a game like a skill battle, as it's validator is limited on allied/player, it can still sneak upon enemy and assassinate them.
Here you go - the Validators XML.
Out Of Combat _ Away From Ally _ Cloak
@msong7229: Go
Thanks a lot.