Maybe your video settings are set too low to notice the subtler effects of lighting? Most lighting changes don't have any effect unless your shader settings are set to high or ultra.
The behavior needs to make the unit's speed 0.01 and then you use actor events to Set Visible 0 when the behavior is on and restore visibility when the behavior is off. The reason you set the speed low instead of making it uncommandable or disabling abilities is because either of those will clear the order queue, so if you want the ability to work as expected with order queuing you can't disable orders entirely.
It's really tricky to get it to work perfectly, to be honest. Let me see if I can dig up the map I implemented it for.
Does changing the default lighting for a tileset via the lighting editor change the map type to custom?
In any case, whether or not the map is "custom" or "melee" has no actual effect as far as I can tell, its your game variants that define "Melee" and "Custom" modes in the lobby screen.
This is entirely possible without triggers, you simply need to check the "Smart" flag for the ability and then optionally add a Smart Validator that will validate the right-click target.
I've implemented this. Basically you teleport the reaper, apply a behavior that makes the model invisible, launch a missile using the reaper model, and when the missile reaches the destination point you unhide the unit.
It's part of a model. There's a "Flashlight" model in the data files that you should be able to attach to an arbitrary unit to add a flashlight capability, but short of editing the model file you will not be able to remove it from a model where it's built in.
As for your second question I have absolutely no idea what you're asking.
Use the "Required Effect" field in the Damage Response for a behavior to make the damage response only trigger when the damage is caused by a particular effect.
Launch Attachment Query is the field you're looking for.
The default is AMAttachWeapon00 which works well most of the time but certain units don't have a "Weapon 0", for example Marauders have "WeaponLeft" and "WeaponRight", so check what attachment points are available in the previewer.
The Pop Up Turret model doesn't have an associated build animation. The progress actor tries to make it play "Build A Start, Build A Stand" and so on but since the model doesn't have those animations it just plays "Stand."
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Maybe your video settings are set too low to notice the subtler effects of lighting? Most lighting changes don't have any effect unless your shader settings are set to high or ultra.
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Sounds like you checked the "Smart" flag for the ability.
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The behavior needs to make the unit's speed 0.01 and then you use actor events to Set Visible 0 when the behavior is on and restore visibility when the behavior is off. The reason you set the speed low instead of making it uncommandable or disabling abilities is because either of those will clear the order queue, so if you want the ability to work as expected with order queuing you can't disable orders entirely.
It's really tricky to get it to work perfectly, to be honest. Let me see if I can dig up the map I implemented it for.
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Unit Flags, uncheck "Unselectable", "Untargetable", and "Missile."
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Not sure about an in-editor method but you should be able to use an MPQ editor to extract the XML files from your map and place them into a mod file.
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Does changing the default lighting for a tileset via the lighting editor change the map type to custom?
In any case, whether or not the map is "custom" or "melee" has no actual effect as far as I can tell, its your game variants that define "Melee" and "Custom" modes in the lobby screen.
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This is entirely possible without triggers, you simply need to check the "Smart" flag for the ability and then optionally add a Smart Validator that will validate the right-click target.
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I've implemented this. Basically you teleport the reaper, apply a behavior that makes the model invisible, launch a missile using the reaper model, and when the missile reaches the destination point you unhide the unit.
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It's part of a model. There's a "Flashlight" model in the data files that you should be able to attach to an arbitrary unit to add a flashlight capability, but short of editing the model file you will not be able to remove it from a model where it's built in.
As for your second question I have absolutely no idea what you're asking.
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Use the "Required Effect" field in the Damage Response for a behavior to make the damage response only trigger when the damage is caused by a particular effect.
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Launch Attachment Query is the field you're looking for.
The default is AMAttachWeapon00 which works well most of the time but certain units don't have a "Weapon 0", for example Marauders have "WeaponLeft" and "WeaponRight", so check what attachment points are available in the previewer.
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It's a bug.
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The Pop Up Turret model doesn't have an associated build animation. The progress actor tries to make it play "Build A Start, Build A Stand" and so on but since the model doesn't have those animations it just plays "Stand."
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Yes behaviors are removed from a unit on death. You can specify a death response effect for the behavior and have it spawn your loot.
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1. Use a set of damage effects with validators for various ranges. 2. Use target sort "TSRandom" to randomly sort targets for a search area effect.
That should be enough to get you moving in the right direction.