you can use the tornado ability aura, it is a buffless/iconless stacking attack speed and movespeed aura, basically it is endurance aura that can stack a billion times on one unit, and with 0 range it only affects the unit with the ability, however it is an offensive debuff so it would need to have negative values to be an increase in attack or movespeed
there is also a way to set the attack cooldown by resetting the cooldown swing timer, basically if you want to trigger how fast a unit can attack do something like this
set the unit attack speed to insanely slow
then use a trigger like this:
Trigger:
events
a unit enters playable map area
conditions
or, any conditions are true
unit type of triggering unit is equal to (your unit type with triggered attack speed) (this condition is needed at least one time for every unit you are triggering)
actions
Unit Group - add triggering unit to unit group Attack_Speed_Units
Trigger:
events
a unit is attacked
condition
unit type of attacking unit is equal to (your unit)
actions
countdown timer - create attack_timer[however you index the units] as a one shot timer that expires in Attack_Speed[index of your units]/(1.00+(atk speed % increase/100))
Trigger:
events
Attack_Timer timer expires
conditions
actions
Unit Group - pick every unit in Attack_Speed_Units and do actions
Actions
If then else
If
Attack_Timer[how u index units, for picked unit] is expiring timer is equal to true (boolean)
then
Unit - Reset Swing timer
Else
trigger 1:
adds units that have their attack speed checked to a unit group so when we check for those units again in trigger 3 we dont need to check every unit in the game, you can also do this by adding units that attack to the group then removing them in the end of trigger 3
trigger 2:
begins the cooldown for the unit's attack speed, the math done at the end is to increase attack speed and determine how long the unit should wait between attacks, there is a base time: Attack_Speed; and a bonus attack speed (in %) that is added to the duration of the timer, dividing by an increasing number based on percent increases the attacks per second (ie: 100% increase on 2 sec attack timer would mean instead of doing 0.5 attacks per second it would now do 1
trigger 3:
resets the unit's swing timer, which also can be used to remove units from a unit group etc
my method uses a custom attack speed that is determined by seconds between attacks if thats what you mean
if you want to increase or decrease attack speed by a flat second ammount you could use another system to determine bonuses, ie: making each unit have a base attack speed or only using a trigger like this when they pick up an item, making them attack each second or something like that rather than their normal (only if slower) attack speed
The bots will show up as users online in the forum software but they do not show up in my stats tracking. I am sure there are bots in the stats but the way alot of the bots treat the site do not show up on the stats
Anyway I need to get some of those sensors and two air pressure sensors installed before an after the filters, which I need to figure out how to calculate the necessary pressure for and I have yet to find anything that tells me how to actually do that, just the cfm ratings
And then I have to set up an arduino board to read those sensors, which I also don't know very much about but I have a whole bunch of crash course things for that
Another issue I'm learning is that a lot of the air quality sensors don't work at very high ambient temperatures. I'm planning on heating this enclosure to like 60C or so, and that's the upper limit of their functionality
Although I don't know if I need to actually actively heat it or just let the plate and hotend bring the ambient temp to whatever it will, but even then I need to figure out an exfiltration for hot air. I think I kind of know what to do but it's still fucking confusing
I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.