I have a number of abilities given to each unit. Two different abilities, but with five unique instances of each to be precise. They are all overlapping on the command card, in that, slots 1 to 5 contain Ability A(1 to 5) and Ability B(1 to 5). The 'Hidden' flag is ticked.
I would like to apply a stacking behaviour (buff) to a unit with infinite duration, and the number of buffs in the stack to enable and show the abilities.
How did you add the requirements to the abilities? Also, did you use the use or the show part of the requirement?
Also, your requirement use >=, so it is only natural, that multiple abilities show up at a higher stack count, because 5 stacks of the behavior meets all of these requirements.
Hmm, should be working. Sure your buff is stacking that many times? I usually check using the Unit - Modification - Vital Max Bonus field to add +1 shield/energy per stack for debugging. Also disabled buffs do not count towards the total.
Thanks for the reply. The stacking buff was the first thing I checked.
I am becoming more and more convinced there is some sort of bug due to conflicting requirements. In a test, if my unit has 2 buffs in the stack... ability 1 is shown BUT unusable. Ability 2 is shown and useable. Despite all requirements containing identical expressions for both 'Show' and 'Use'.
Another interesting oddity is that the button for ability 2 fails to show, or allow the use of it's assigned Hotkey of "W".
Edit: Is there a way to make a requirement... require that a button or ability is shown&usable? I might be able to use this alongisde another requirement, otherwise if the player wants just Ability 1, then Ability 2 will be enabled automatically, same for 3, 4 and 5.
As a matter of fact... I would! A hell of a lot of works gone into the map, it's really near publishing for testing. I am at home for the weekend doing work for my parents and can't access my map.
But on Sunday or Monday, I'll drag across the objects (requirements, abilities, and unit) and add a trigger to add and remove the behaviour from the unit.
In my map, players use dialogues to add a bunch of 'components' to there ship. Once they confirm their purchase, a trigger runs through each added component, adding behaviours/abilities/weapons to the ship (which are all stored in a record array). I've eliminated that as a possibility for it going wrong, as the buff is added and stacks.
Still convinced its a bug and definitely a data-related problem.
Thanks for your help so far though - hopefully this gets sorted, as it's quite a integral part of the map.
No further explanation needed, I perfectly understand that ;)
Another proposal: You could send the map to "trusted" members of the forums, maybe someone of the mapster tutors or moderators, so noone lurking the forums could steal your work.
Quote:
But on Sunday or Monday, I'll drag across the objects (requirements, abilities, and unit) and add a trigger to add and remove the behaviour from the unit.
Look you want your problem fixed or not. Just make a demo map illustrating the problem (not that I care much if your map is good or not) or upload your map. Either way the problem will be looked at if you give adequate directions for finding the faulty issue. There is nothing worse than having to sift through >200 custom things of a data type to find the one ability that is the faulty one in question.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
If I sent someone, or uploaded the map as it currently is... I'd have to also give detailed instructions as how to recreate it within the current dialog system... where to find the correct requirements, abilities, unit objects... the triggers which cause the buff to be applied etc... :)
Good news is... I'm home early as I got the work done... so I'll upload the problem in a new map in about 10 minutes.
Unit (Fighter)
Unit>Projectile (Hellstorm Missile)
Actor>Unit (Fighter)
Actor>Missile (Hellstorm Missile)
Actor>Action (Hellstorm)
Effect>Launch Missile (Hellstorm)
Effect>Persistent (Hellstorm)
Effect>Damage (Hellstorm)
Buttons (Hellstorm 1 to 5)
Abilities (Hellstorm 1 to 5)
Requirements (Hellstorm 1 to 5)
Mover (Hellstorm)
Behaviour (Hellstorm)
Into the new map. Added a trigger when + and - are pressed to add or remove the Hellstorm Buff from the Fighter... It works... More or less. I have changed absolutely nothing.
The 4th ability still shows. For some reason.
I've attached it. You are welcome to have a look. I'm going to check over the original map and see why it is bugging so hard, whereas a straight copy+pasta of the objects into a fresh map works 99%.
In the original map, it is still buggy as hell. Which is frustrating, since the map that I uploaded is 100% unchanged from the objects which are bugging.
Possible partial map corruption affecting a handful of data objects?
I am having a similar problem. I have an ability that has 3 parts. First part the unit dashes forward and it adds a behavior to the caster (stacks 6 times). Once the first dash is used it goes on cool down. Then the second ability is shown (second spot on command card stack) by a behavior requirement which states... behavior >= 1 && behavior <= 5 then show. Now here is where the problem started. Once I added the third ability (first spot on command card stack) using a requirement stating.... behavior == 6 then show. it started to show the third ability after using the first ability which is strange because the first ability only adds one stack. What should be happening is 1st ability adds stack 1, second ability adds another stack each time it is used until stack count is 5 then third ability is shown. One rumor I have have heard is that copy and pasting requirements set to other abilities can cause problems such as links still staying with the other requirement and ability it was originally linked to. I have tried remaking the requirement from scratch but this did not fix it. I have checked ability requirement fields and yes i have the requirement to check completed at unit. If anyone knows the reason for this strange annoying bug please bring this thread back to life.
Hey!
I have a number of abilities given to each unit. Two different abilities, but with five unique instances of each to be precise. They are all overlapping on the command card, in that, slots 1 to 5 contain Ability A(1 to 5) and Ability B(1 to 5). The 'Hidden' flag is ticked.
I would like to apply a stacking behaviour (buff) to a unit with infinite duration, and the number of buffs in the stack to enable and show the abilities.
I have five Requirement objects as follows:
Req: Hellstorm 1
CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 1
Req: Hellstorm 2
CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 2
Req: Hellstorm 3
CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 3
Req: Hellstorm 4
CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 4
Req: Hellstorm 5
CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 5
And then five Abilities titled Hellstorm (1....5) each requiring the corresponding requirement (as above).
If my unit has 1 occurence of the Hellstorm buff, then only 1 ability is Shown on his command card, but it is unusable.
If my unit has 2 or more occurences of the hellstorm buff, 2 or more abilities are shown, but only the 'last' ability is useable.
Can anyone point out where I'm going wrong?
How did you add the requirements to the abilities? Also, did you use the use or the show part of the requirement?
Also, your requirement use >=, so it is only natural, that multiple abilities show up at a higher stack count, because 5 stacks of the behavior meets all of these requirements.
@Kueken531: Go
The requirements are added to the ability under the "Ability: Cost+" field.
I used both the Show & Use part of the requirement.
It is intended that a unit with 4 stacks of the behaviour, has all 4 abilities both shown and enabled for use.
Hmm, should be working. Sure your buff is stacking that many times? I usually check using the Unit - Modification - Vital Max Bonus field to add +1 shield/energy per stack for debugging. Also disabled buffs do not count towards the total.
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
Thanks for the reply. The stacking buff was the first thing I checked.
I am becoming more and more convinced there is some sort of bug due to conflicting requirements. In a test, if my unit has 2 buffs in the stack... ability 1 is shown BUT unusable. Ability 2 is shown and useable. Despite all requirements containing identical expressions for both 'Show' and 'Use'.
Another interesting oddity is that the button for ability 2 fails to show, or allow the use of it's assigned Hotkey of "W".
Edit: Is there a way to make a requirement... require that a button or ability is shown&usable? I might be able to use this alongisde another requirement, otherwise if the player wants just Ability 1, then Ability 2 will be enabled automatically, same for 3, 4 and 5.
Would you mind attaching the map?
@Kueken531: Go
As a matter of fact... I would! A hell of a lot of works gone into the map, it's really near publishing for testing. I am at home for the weekend doing work for my parents and can't access my map.
But on Sunday or Monday, I'll drag across the objects (requirements, abilities, and unit) and add a trigger to add and remove the behaviour from the unit.
In my map, players use dialogues to add a bunch of 'components' to there ship. Once they confirm their purchase, a trigger runs through each added component, adding behaviours/abilities/weapons to the ship (which are all stored in a record array). I've eliminated that as a possibility for it going wrong, as the buff is added and stacks.
Still convinced its a bug and definitely a data-related problem.
Thanks for your help so far though - hopefully this gets sorted, as it's quite a integral part of the map.
No further explanation needed, I perfectly understand that ;)
Another proposal: You could send the map to "trusted" members of the forums, maybe someone of the mapster tutors or moderators, so noone lurking the forums could steal your work.
Or that ;)
Now it is time for me to play bad cop....
Look you want your problem fixed or not. Just make a demo map illustrating the problem (not that I care much if your map is good or not) or upload your map. Either way the problem will be looked at if you give adequate directions for finding the faulty issue. There is nothing worse than having to sift through >200 custom things of a data type to find the one ability that is the faulty one in question.
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
If I sent someone, or uploaded the map as it currently is... I'd have to also give detailed instructions as how to recreate it within the current dialog system... where to find the correct requirements, abilities, unit objects... the triggers which cause the buff to be applied etc... :)
Good news is... I'm home early as I got the work done... so I'll upload the problem in a new map in about 10 minutes.
@Nardival: Go
Having copied the:
Unit (Fighter)
Unit>Projectile (Hellstorm Missile)
Actor>Unit (Fighter)
Actor>Missile (Hellstorm Missile)
Actor>Action (Hellstorm)
Effect>Launch Missile (Hellstorm)
Effect>Persistent (Hellstorm)
Effect>Damage (Hellstorm)
Buttons (Hellstorm 1 to 5)
Abilities (Hellstorm 1 to 5)
Requirements (Hellstorm 1 to 5)
Mover (Hellstorm)
Behaviour (Hellstorm)
Into the new map. Added a trigger when + and - are pressed to add or remove the Hellstorm Buff from the Fighter... It works... More or less. I have changed absolutely nothing.
The 4th ability still shows. For some reason.
I've attached it. You are welcome to have a look. I'm going to check over the original map and see why it is bugging so hard, whereas a straight copy+pasta of the objects into a fresh map works 99%.
The requirement for the 4th ability is empty
@Kueken531: Go
Saw that minutes after uploading the map.
In the original map, it is still buggy as hell. Which is frustrating, since the map that I uploaded is 100% unchanged from the objects which are bugging.
Possible partial map corruption affecting a handful of data objects?
I am having a similar problem. I have an ability that has 3 parts. First part the unit dashes forward and it adds a behavior to the caster (stacks 6 times). Once the first dash is used it goes on cool down. Then the second ability is shown (second spot on command card stack) by a behavior requirement which states... behavior >= 1 && behavior <= 5 then show. Now here is where the problem started. Once I added the third ability (first spot on command card stack) using a requirement stating.... behavior == 6 then show. it started to show the third ability after using the first ability which is strange because the first ability only adds one stack. What should be happening is 1st ability adds stack 1, second ability adds another stack each time it is used until stack count is 5 then third ability is shown. One rumor I have have heard is that copy and pasting requirements set to other abilities can cause problems such as links still staying with the other requirement and ability it was originally linked to. I have tried remaking the requirement from scratch but this did not fix it. I have checked ability requirement fields and yes i have the requirement to check completed at unit. If anyone knows the reason for this strange annoying bug please bring this thread back to life.
@Triflin: Go
please post a screenshot of the requirement showing raw data
Here is the photo as requested. If you need more please let me know.
http://imageshack.com/a/img835/6499/27u9.png
@Triflin: Go
the one that doesnt work (==6) ?