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.
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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.
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.
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An artist's depiction of an Extended Unit Death
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?
http://www.staredit.net/starcraft2maps/47-Swarmed-HeroesYou can just download this, and in the triggers, look into for:
Store -> Purchase -> BuyAlso, 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.
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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?
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.
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He was a tank and probably had those little photon cannon projectiles on him.
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Lol payne, way to go making assumptions
Just put the selected hero into a variable when chosen and always use that.
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Temp, the Charges are player-owned?
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Yes they are, I never saw a reason they shouldn't be.
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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
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