You need a Unit Order Queue validator on your issue order that it does not already have a build order otherwise it will keep getting told to build in new locations before starting the first.
From what I understand you want an ability you target at a point and based on how much channel time occurs the range the projectile travels increase proportionately. This can be done with different Create Persistent effects or Launch Missile effects with different movers. You can then have a Switch effect choose using Unit Compare Behavior Count type validators.
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 ability
Use a create persistent effect that is channelled and can be interrupted that adds buff stacks that a switch effect then uses to determine the final range.
Have a buff that is enabled when attacking that applies a second buff which is removed when the unit stops attacking. As a final effect for the second buff tell the unit to move to the point it is standing on.
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You need a Unit Order Queue validator on your issue order that it does not already have a build order otherwise it will keep getting told to build in new locations before starting the first.
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From what I understand you want an ability you target at a point and based on how much channel time occurs the range the projectile travels increase proportionately. This can be done with different Create Persistent effects or Launch Missile effects with different movers. You can then have a Switch effect choose using Unit Compare Behavior Count type validators.
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 ability
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Apply an invisible unit with the turret and have your visual as a Model type actor attached to the turret.
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What is the game variant set to?
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Problem with shroud is if their sight range is reduced to 1 they will be unlikely to see many other units to attack unless grouped closely together.
With the null zone the destination damage/knockback would need a larger area than the travel knockback.
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What you using to set the real value used for the time?
You could always use a turret.
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Ammo units have the hidden flag so you could maybe search in a region very close to the centre of the unit?
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Just make the unit use a create persistent effect to reveal an area like the scanner sweep of the orbital command.
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Use a create persistent effect that is channelled and can be interrupted that adds buff stacks that a switch effect then uses to determine the final range.
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Tried the Basic: Can Be Supressed field?
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Systematically disable all triggers and reactivate them one at a time.
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How do I get my name fixed?
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You can hookup the minimap console element and hide it.
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I thought all decals used a specific alias.
Probably easiest to create a Region actor that queries all doodads.
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Have a buff that is enabled when attacking that applies a second buff which is removed when the unit stops attacking. As a final effect for the second buff tell the unit to move to the point it is standing on.