Staredit Network > Forums > SC2 Assistance > Topic: Add Behavior Delay?
Add Behavior Delay?
Nov 28 2010, 5:31 am
By: payne  

Nov 28 2010, 5:31 am payne Post #1

:payne:

Are there any reasons why the "Add Behavior (Player)" action would not complete itself if the trigger that contains it is triggered many times, very fast?
What triggers it in my case is the fact that the players click a button, and if the player has enough resources, it subtract resources and add behavior to his unit. The player can thus spam the button as much as he want.



None.

Nov 28 2010, 6:01 am Roy Post #2

An artist's depiction of an Extended Unit Death

It might be a problem of adding the same behavior many times. Have you tried using a conditional to prevent adding the behavior if it is already added? Or, if you want it to be re-added, remove the behavior if it already exists first?

There's no reason for the trigger not to work on the basis that it is running several times in a short amount of time; maybe the engine just doesn't know how to properly handle this action in rapid succession.

If all else fails, put a cooldown on the button.




Nov 28 2010, 6:55 am payne Post #3

:payne:

Quote from Roy
It might be a problem of adding the same behavior many times. Have you tried using a conditional to prevent adding the behavior if it is already added? Or, if you want it to be re-added, remove the behavior if it already exists first?

There's no reason for the trigger not to work on the basis that it is running several times in a short amount of time; maybe the engine just doesn't know how to properly handle this action in rapid succession.

If all else fails, put a cooldown on the button.
1) The Behaviors are supposed to stack infinitely.
2) Cooldown was the solution I had thought of, but it's extremely unprofessional. :/



None.

Nov 28 2010, 7:06 am Roy Post #4

An artist's depiction of an Extended Unit Death

Quote from payne
2) Cooldown was the solution I had thought of, but it's extremely unprofessional. :/
You could do a cooldown under the covers, adding each button click to a queue, and then running through the queue at a controlled speed.

Are you absolutely certain it is the rapidness of the action causing the problem? Does it stack the behavior properly at a more casual pace?

What is the behavior, and how do you know that it does not complete properly?




Nov 28 2010, 1:32 pm payne Post #5

:payne:

http://www.staredit.net/starcraft2maps/47-Swarmed-Heroes

You can just download this, and in the triggers, look into for: Store -> Purchase -> Buy
Also, I am not 100% sure the trigger doesn't work, it's Lial that reported this bug saying he bought 4 upgrades, but only received 1. :/



None.

Nov 28 2010, 2:08 pm Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Does he know that the upgrade is added onto a random unit he controls?




Nov 28 2010, 6:37 pm payne Post #7

:payne:

Quote from Ahli
Does he know that the upgrade is added onto a random unit he controls?
But players control only one unit, in the case it's a Full House. :/



None.

Nov 28 2010, 7:23 pm aalleecc248 Post #8



He was a tank and probably had those little photon cannon projectiles on him. :P



None.

Nov 28 2010, 9:13 pm Temp Post #9



Lol payne, way to go making assumptions :P Just put the selected hero into a variable when chosen and always use that.



None.

Nov 28 2010, 11:36 pm payne Post #10

:payne:

Temp, the Charges are player-owned? :O



None.

Nov 28 2010, 11:39 pm Temp Post #11



Yes they are, I never saw a reason they shouldn't be.



None.

Nov 28 2010, 11:57 pm payne Post #12

:payne:

Should be fixed. :3
I haven't tested it though.
I changed "Unit matching condition" to "Unit from Unit Group matching condition", and the unit group contains only the Heroes. >:D



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
Please log in to shout.


Members Online: DarkenedFantasies