Well, if I am understanding your question correctly:
The buff is meant as an extra while in the middle because the middle is easily infiltrated. The buffs are unlocked over time so that the longer the game is running, the easier it is to defend the middle. Though I still have a bit of a bug in the programming; that's a question to ask later if I cannot fix it myself.
So let me just give you a little insight into what I'm talking about first:
I have a lot of behaviors and abilities in a map I am making, which isn't all that odd. Some abilities it is better to have a unit stop it's current action to force the player to think strategically before casting anything.
However, some abilities are meant to be applied..."passively". By that I mean they should cast without forcing the unit to do anything extra, including stopping their current actions.
So I have this Behavior applying ability "Middle Ownership Buff". It is autocast with the intention of applying itself like explained above. However, it does not; it forces the unit to stop it's current actions after applying.
This is very annoying because it applies for workers as well and it stops workers from harvesting just to apply itself.
Yes, it is supposed to have a cooldown of 20 seconds, that way if you don't have ownership of the middle the buff will dissipate until you can regain control.
And it's not just this one ability, however once I figure out how to fix this one, I should be able to figure out how to fix the others.
Here is all the associated triggers for claiming beacon. I will spare the space and just tell you that for each instance of the trigger there is one for each player (EXCEPT "set leaderboard" and "PACB"). They aren't all one trigger because that gave me the "trigger is too long" error.
PACBEventsUnit-AnyUnitconstructionprogressisStartedLocalVariablesConditions(Unittypeof(Triggeringprogressunit))==ClaimingBeacon(NumberofLivingunitsinClaimingBeacongrp)==1ActionsUnit-Kill(Triggeringprogressunit)Player-Modifyplayer(Ownerof(Triggeringprogressunit))Vespene:Add100Trigger-Stopallinstancesof(Currenttrigger)Variables:Claimingbeaconunit=NoUnit<Unit>ClaimingBeacongrp=(ClaimingBeaconunitsin(Entiremap)ownedbyplayerAnyPlayermatchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)<UnitGroup>Leaderboard=NoLeaderboard<Leaderboard>Amountoftime=0<Integer>SetleaderboardEventsGame-MapinitializationLocalVariablesConditionsActionsLeaderboard-Createaleaderboardwith2columnsand11rows,withthename"Amount of time in middle (Winner at...",andusing(100%,100%,100%)color.Variable-SetLeaderboard=(Lastcreatedleaderboard)Leaderboard-SetLeaderboarditemtextatcolumn1androwHeaderto"Players:"Leaderboard-SetLeaderboarditemtextatcolumn2androwHeaderto"Time in the middle (in Seconds):"General-Pickeachintegerfrom1to10,anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Statusofplayer(Pickedinteger))==PlayingThenLeaderboard-Set(Lastcreatedleaderboard)itemtextatcolumn1androw(Pickedinteger)to(Nameofplayer(Pickedinteger))Leaderboard-Set(Lastcreatedleaderboard)itemtextcoloratcolumn1androw(Pickedinteger)to(Color((Currentplayer(Pickedinteger)color)))Leaderboard-Set(Lastcreatedleaderboard)itemtextatcolumn2androw(Pickedinteger)to"0"Leaderboard-Set(Lastcreatedleaderboard)itemtextcoloratcolumn2androw(Pickedinteger)to(Color((Currentplayer(Pickedinteger)color)))ElseLeaderboard-Set(Lastcreatedleaderboard)itemtextatcolumn1androw(Pickedinteger)to"Not Playing"Leaderboard-Set(Lastcreatedleaderboard)itemtextcoloratcolumn1androw(Pickedinteger)to(5%,0%,67%)Leaderboard-Minimize(Lastcreatedleaderboard)for(Allplayers)Trigger-Turn(Currenttrigger)OffTimeinmiddleenterEventsUnit-AnyUnitEntersMiddleLocalVariablesConditions(Unittypeof(Triggeringunit))==ClaimingBeacon(Ownerof(Triggeringunit))==1ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(NumberofLivingunitsinClaimingBeacongrp)==0ThenTransmission-Sendtransmissionto(Allplayers)from(Civilian(Male)[105.37,0.38] with No Flash (Do override portrait) playing Talk) playing No Sound Link with name "ALERT!" and message "White has claimed or reclaimed the ..." using No Portrait playing Talk (Add 0.0 seconds, Don't Wait until it finishes)
Variable - Set Claiming beacon unit = (Triggering unit)
General - Repeat (Actions) forever
Actions
General - Wait 1.0 Game Time seconds
Variable - Modify Amount of time: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Owner of (Triggering unit)) to (Text(Amount of time))
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering unit) is alive) == True
Then
Else
General - Skip remaining actions
Else
Winner
Events
Timer - Every 0.01 seconds of Game Time
Local Variables
Conditions
Amount of time >= 600
Actions
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
Once I get some time to work the map again I'll try your suggestion, but feel free to hand out more suggestions if this new information helps at all.
I wasn't sure where to put this, so lets get right into it.
When I play my map One Ruler as one player, my units will gather just fine whether I'm building or not.
However...
when I play multiplayer and build a claiming beacon (custom building for claiming of the middle) units just stop gathering, and won't gather unless you force them to (I.E. clicking on the resource you want to gather.)
Does ANYONE know why this is happening or how I might fix it?
Well, the slow time behavior changes the timescale for the entire game to .1 but it seems to only effect the units to which it is attached. Because I have tried it without the trigger (since the trigger applies the debuff the changes the timescale) and same deal.
I'll change each aspect one by one now and see what happens.
[EDIT]:
So the ability itself is completely the same as any other ability I have ever made, and still no cooldown. I tried everything, but nothing that has to do with the ability was the culprit. I also tried duplicating other abilities and adding in the buff. Same deal. Same deal for a COMPLETELY new ability.
However, making a requirement and a buff seems to have done the trick. Making sure you have 0 of the buff in order to use the ability.
But I am seriously confused. I think it's a bug...but....
Ability type: Effect - Instant. Was a Behavior but I changed it. Still works the same.
Effects: Slow Time (Apply Behavior)
Flags: Abort on alliance change, allow movement, best unit, no deceleration, wait to spend. More arbitrary then anything else. Worked the same (fine except no cooldown) without any flags.
(Might as well list it before you ask)
Behaviors:
Slow Time (Buff):
While time is slowed, you gain 2000 ranged, spell, and melee attack power. You also move, and accelerate, much faster. (Cooldown is the same as the ability to which it is linked)
Slow Time (Slow):
Slows time for the unit to which it is attached to .1
For some reason, the cooldown on my ability won't trigger! It is set, and the ability itself applies behavior and works as it should. It even shows the cooldown when you hover over the ability button...but no cooldown!.
I don't even know where to begin. Do I need to show pictures or...?
Uploading a video to youtube showing the problem, currently. Please standby.
0
@DrSuperEvil: Go
Well, if I am understanding your question correctly:
The buff is meant as an extra while in the middle because the middle is easily infiltrated. The buffs are unlocked over time so that the longer the game is running, the easier it is to defend the middle. Though I still have a bit of a bug in the programming; that's a question to ask later if I cannot fix it myself.
0
@TheAlmaity: Go
Looks like exactly what I wanted. Thanks so much!
0
So let me just give you a little insight into what I'm talking about first:
I have a lot of behaviors and abilities in a map I am making, which isn't all that odd. Some abilities it is better to have a unit stop it's current action to force the player to think strategically before casting anything.
However, some abilities are meant to be applied..."passively". By that I mean they should cast without forcing the unit to do anything extra, including stopping their current actions.
So I have this Behavior applying ability "Middle Ownership Buff". It is autocast with the intention of applying itself like explained above. However, it does not; it forces the unit to stop it's current actions after applying.
This is very annoying because it applies for workers as well and it stops workers from harvesting just to apply itself.
Technical mumbo-jumbo:
Yes, it is supposed to have a cooldown of 20 seconds, that way if you don't have ownership of the middle the buff will dissipate until you can regain control.
And it's not just this one ability, however once I figure out how to fix this one, I should be able to figure out how to fix the others.
Any help is appreciated!
0
@DrSuperEvil: Go
Sorry I've been REALLY busy lately.
Here is all the associated triggers for claiming beacon. I will spare the space and just tell you that for each instance of the trigger there is one for each player (EXCEPT "set leaderboard" and "PACB"). They aren't all one trigger because that gave me the "trigger is too long" error.
Once I get some time to work the map again I'll try your suggestion, but feel free to hand out more suggestions if this new information helps at all.
0
I wasn't sure where to put this, so lets get right into it.
When I play my map One Ruler as one player, my units will gather just fine whether I'm building or not.
However...
when I play multiplayer and build a claiming beacon (custom building for claiming of the middle) units just stop gathering, and won't gather unless you force them to (I.E. clicking on the resource you want to gather.)
Does ANYONE know why this is happening or how I might fix it?
0
@Eiviyn: Go
Well, the slow time behavior changes the timescale for the entire game to .1 but it seems to only effect the units to which it is attached. Because I have tried it without the trigger (since the trigger applies the debuff the changes the timescale) and same deal.
I'll change each aspect one by one now and see what happens.
[EDIT]:
So the ability itself is completely the same as any other ability I have ever made, and still no cooldown. I tried everything, but nothing that has to do with the ability was the culprit. I also tried duplicating other abilities and adding in the buff. Same deal. Same deal for a COMPLETELY new ability.
However, making a requirement and a buff seems to have done the trick. Making sure you have 0 of the buff in order to use the ability.
But I am seriously confused. I think it's a bug...but....
0
Tried adding a cooldown via triggers. Didn't work.
Anyone?
0
@Eiviyn: Go
(Might as well list it before you ask)
Need any more information about it?
0
For some reason, the cooldown on my ability won't trigger! It is set, and the ability itself applies behavior and works as it should. It even shows the cooldown when you hover over the ability button...but no cooldown!.
I don't even know where to begin. Do I need to show pictures or...?
Uploading a video to youtube showing the problem, currently. Please standby.