When it fails to save it should give a script line number that you can find under Data>View Script. They tend to be caused by unlinked parameters which are usually presets or variables.
Also a picture of the contents of the troublesome function would be more helpful.
Look under his own mod since the data is hidden in the default allied commanders mod.
It is similar to the power source behaviour used by pylons but with a different power link. The visuals are independent of the power and created by Blob type actors which interact with a model set under the Global Configurations type actor. The colour changes are done by the actor for his global caster unit.
Units morphed from other units count the abilities of all units that can possibly be morphed into towards the cap. This means if you have a unit that can morph into 4 units each with 8 abilities that counts as 36/64 abilities. This is a common issue for TDs where morphing tends to be used heavily. One method to break the cycle is to destroy the unit on morph completion to a dummy unit and then use a create unit effect to replace it. Alternatively use a trigger based system to replace units.
Triggers can use the Set Unit Custom Value action which could be used as an alternative if you really want to store a lot of numerical information on a single unit.
On the Brutalisk and Leviathan units the shields and stab symbiote are separate abilities unlocked by the same upgrade. The Symbiote Carapace ability is only able to be autocast when a dummy buff (Carapace Taken Damage) is applied by a damage response of a behaviour on the unit. On autocast it uses a set that applies the shield buff, a buff that increases attack priority to taunt units and uses a search to supress the threat of other player units.
The second ability is an Arm Magazine type ability called Abathur Symbiote Hangar which automatically creates an external ammo unit (like brood lord) and applies two buffs to it. The first buff periodically uses an apply force and teleport effect to keep it within range parameters validated by location range type validators while the second is disabled if the caster is buried and used by the autocast validators of the ability on the ammo unit to enable/disable the stab. The ammo unit is nothing special.
Other things to note are under the Unit type actors for the Brutalisk and Leviathan are actor events that set the actor reference for the symbiote to the symbiote unit when the Symbiote Recall effect is used which is then used as the target of further actor events on the leviathan to adjust the opacity.
Open the console and enter browse to oven the casc browser. You will find files called TactTerrAI, TactZergAI and TactProtAI. The tactical AI functions are in there. Target finds look for the best hypothetical location to use an ability for the tactical AI data to use.
If you want two separate channel and then cast abilities you could use a combination of Combine validators that use Location Range and Unit Compare Behavior Count type validators on the first effect of the feedback ability.
The Meditation ability adds buff stacks while channelled which are counted by the Unit Compare Behavior Count type validator with greater than or equals logic under an AND logic Combine type validator with a Location Range validator that compares the target is less then or equals to the leash. The combines are then under another combine with OR logic so it allows further casting if there are more buff stacks. This could be combined with a Range type actor to show the various cast ranges.
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Just to make sure you have been the host when you tested them?
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Just copy the function and disable all parts of it internally then enable them one at a time. That way you can slowly focus in on the problem.
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Ok I suggest disabling everything in that function and then systematically enabling it until you find the cause.
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When it fails to save it should give a script line number that you can find under Data>View Script. They tend to be caused by unlinked parameters which are usually presets or variables.
Also a picture of the contents of the troublesome function would be more helpful.
0
Look under his own mod since the data is hidden in the default allied commanders mod.
It is similar to the power source behaviour used by pylons but with a different power link. The visuals are independent of the power and created by Blob type actors which interact with a model set under the Global Configurations type actor. The colour changes are done by the actor for his global caster unit.
0.946027333796618
Units morphed from other units count the abilities of all units that can possibly be morphed into towards the cap. This means if you have a unit that can morph into 4 units each with 8 abilities that counts as 36/64 abilities. This is a common issue for TDs where morphing tends to be used heavily. One method to break the cycle is to destroy the unit on morph completion to a dummy unit and then use a create unit effect to replace it. Alternatively use a trigger based system to replace units.
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Triggers can use the Set Unit Custom Value action which could be used as an alternative if you really want to store a lot of numerical information on a single unit.
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Under the movement fields if you set the turning rate to a low value you can get a similar effect.
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On the Brutalisk and Leviathan units the shields and stab symbiote are separate abilities unlocked by the same upgrade. The Symbiote Carapace ability is only able to be autocast when a dummy buff (Carapace Taken Damage) is applied by a damage response of a behaviour on the unit. On autocast it uses a set that applies the shield buff, a buff that increases attack priority to taunt units and uses a search to supress the threat of other player units.
The second ability is an Arm Magazine type ability called Abathur Symbiote Hangar which automatically creates an external ammo unit (like brood lord) and applies two buffs to it. The first buff periodically uses an apply force and teleport effect to keep it within range parameters validated by location range type validators while the second is disabled if the caster is buried and used by the autocast validators of the ability on the ammo unit to enable/disable the stab. The ammo unit is nothing special.
Other things to note are under the Unit type actors for the Brutalisk and Leviathan are actor events that set the actor reference for the symbiote to the symbiote unit when the Symbiote Recall effect is used which is then used as the target of further actor events on the leviathan to adjust the opacity.
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So no create unit/launch missile effects that make a placeholder?
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You also need to exclude the target unit from the search.
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Open the console and enter browse to oven the casc browser. You will find files called TactTerrAI, TactZergAI and TactProtAI. The tactical AI functions are in there. Target finds look for the best hypothetical location to use an ability for the tactical AI data to use.
0
If you want two separate channel and then cast abilities you could use a combination of Combine validators that use Location Range and Unit Compare Behavior Count type validators on the first effect of the feedback ability.
The Meditation ability adds buff stacks while channelled which are counted by the Unit Compare Behavior Count type validator with greater than or equals logic under an AND logic Combine type validator with a Location Range validator that compares the target is less then or equals to the leash. The combines are then under another combine with OR logic so it allows further casting if there are more buff stacks. This could be combined with a Range type actor to show the various cast ranges.
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So you are saying the ability has several ticks and the longer it channels the longer the leash range gets?
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You using the right command index for the issue order?