I'm stuck, and noobish with data. i made the apply behavior effect and ism using the existing power field behavior. i cant seem to figure it out the rest. i want an ability that when clicked makes the unit stop and apply the power field behavior, if the unit moves (and/or the ability is canceled), the effect is stopped.
ive been asking in irc but i figured its time to post this cause im sure it will come up again.
He means give the unit a buff that a requirement counts which then disables the power source. Or use the behaviours disabled field of the buff so the buff is disabled when moving but disables power when not.
i made the ability for you based on the ghost hold fire
heres what i did..
-i added "hold fire" and "weapons free" on marine
-added "pylon power source" behavior on marine
-created and added a new behavior called "xxx disable power" on the marine (This will disable the "pylon power source")
-created a new validator "xxx Caster is not moving" and added it on "Hold Fire" behavior
-then i made the "hold fire" behavior disable "xxx disable power" behavior when it is on.
I'm stuck, and noobish with data. i made the apply behavior effect and ism using the existing power field behavior. i cant seem to figure it out the rest. i want an ability that when clicked makes the unit stop and apply the power field behavior, if the unit moves (and/or the ability is canceled), the effect is stopped.
ive been asking in irc but i figured its time to post this cause im sure it will come up again.
Make an ability type behavior, set turn on turn off buttons, set behavior
in behavior make it chanelled
as u remember warp prism cannot move in power state, so you need slightly different data, as i said above
Add a "Not Moving" validator on the behavior...
this will remove the behavior when the unit moves
@Disterbed: Power Field behaviors don't have validators, they do have requirements tho but there is no not moving there??
@Fen1kz: How do i make the behavior channeled?? u mean in effects or ability?
then create another behavior to enable/disable it...
start a persistent effect with give behavior and end with remove behavior
sorry, its applied only on buff (Behavior of type Buff > Buff Flags > channeled)
then do a not-moving validator OR like this:
behavior of type buff:
Buff Flags > channeled
Effect - initial > apply behavior > my little powersource
Effect - final > remove behavior > my little powersource
@Fen1kz: Go Doesn't it need to be a power field behavior though?
@xxxDisturbedxxx: Go i did what you said but it doesn't remove?? here is the xml
<CEffectCreatePersistent id="PowerField"> <ValidatorArray value="NotMoving"/> <EditorCategories value=""/> <ExpireEffect value="ApplyPower2"/> <FinalEffect value="ApplyPower2"/> <PeriodCount value="300"/> <PeriodicValidator value="NotMoving"/> <PeriodicPeriodArray value="0.1"/> <InitialEffect value="ApplyPower"/> </CEffectCreatePersistent>
@SoulTaker916: Go
He means give the unit a buff that a requirement counts which then disables the power source. Or use the behaviours disabled field of the buff so the buff is disabled when moving but disables power when not.
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
@SoulTaker916: Go
once again, you need:
ability of type behavior
behavior of type buff
behavior of type pwoer source
effect of type apply behavior
effect of type remove behavior
then u bind ability to buff behavior, and set initial/finish effect to apply/remove powersource
buff behavior acts only as bearing to control your main powersource
i made the ability for you based on the ghost hold fire
heres what i did..
-i added "hold fire" and "weapons free" on marine
-added "pylon power source" behavior on marine
-created and added a new behavior called "xxx disable power" on the marine (This will disable the "pylon power source")
-created a new validator "xxx Caster is not moving" and added it on "Hold Fire" behavior
-then i made the "hold fire" behavior disable "xxx disable power" behavior when it is on.
@xxxDisturbedxxx: Go
Good old double negation.
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
Ok i get what u guys are talking about. a bit weird but distributed map help a lot. Fen1kz, i did add that persistence, works great.
@xxxDistrubedxxx:
How did you get the marine to show the power field? my mothership doesn't show it?
Use a Power type actor.
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