You can't. There is no method of getting the actor type of a unit.
If you merely name your actor exactly the same as the unit, then you can just pass the unit type instead of the actor type, as they are the same in that case.
You need to create a behavior of type veterancy and put it on the unit. You can specify different levels and experience requirements for those levels, as well as stat changes to occur at each of those levels.
You're going about this entirely the wrong way. Don't create new labels every second, create and position them just once, and then update their text every second.
You'll have to find the actor for that unit, and modify its events. Give it an event that when the ability is "source cast start", with an action "animation play" that plays the attack animation.
If none of this is remotely familiar to you, I suggest that you look up some actor tutorials, because it's a lot to describe merely in a response.
The ability will need to be "Effect - Target". Give it a very small range - perhaps the same as the warrior's weapon.
From there you can go several ways - you can simply have a set effect that runs the same damage effect that is on the weapon, but twice... Or you could first apply a buff to the warrior that doubles damage of that type, then run the same damage effect as on the weapon once, then remove the buff.
Which you choose of the above depends on more complicated factors. Dealing the damage effect twice could be a bad idea because it will proc any combat responses twice. If a unit has a behavior that reduces all incoming weapon damage by 5, that unit would instead reduce the damage of this ability by 10. Etc. etc.
Another way is to have the ability do 0 damage using a damage effect, than catch that damage effect by trigger. In that trigger, calculate twice the warrior's weapon damage ((Maximize Weapon 1 Damage Against None) * 2), and use environment - Deal Damage To Unit using a damage effect with 0 damage and the same type as your weapon, specifying in the trigger that it has extra amount of damage equal to what you just calculated.
This method avoids the problems of the other methods but is also more complicated. Whichever effect you end up using to actually deal the damage via the trigger must have flags that specify it gets no scaled or unscaled bonuses, otherwise behaviors that already affected your unit's weapon damage will affect the damage you end up dealing again, resulting in twice-increased damage.
--
Sorry for the complicated response! You may take as much or as little as you wish from it.
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@Dzuke911: Go
You can't. There is no method of getting the actor type of a unit.
If you merely name your actor exactly the same as the unit, then you can just pass the unit type instead of the actor type, as they are the same in that case.
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@DrHu: Go
I could be remembering it wrong.
I'll look to see if there's any way to improve it later.
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@DrHu: Go
You need to use the second file I attached. That one looks normal.
Edit: Oh wait, it looks dark now too... That's strange. When I first uploaded it the colors looked right to me.
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@penguinwars: Go
The only thing like what you are looking for are the "refs" I provided above. No classes or pointers.
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@SoulTaker916: Go
Of course it's possible... Just kinda dumb. I don't think that's really what the guy meant anyways.
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@Xethyr: Go
Very impressive, but why the color tint? Just makes it harder to see details.
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@ZionSC2: Go
You need to create a behavior of type veterancy and put it on the unit. You can specify different levels and experience requirements for those levels, as well as stat changes to occur at each of those levels.
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@penguinwars: Go
Only possible if you are using Galaxy custom script. Example:
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@Form01: Go
You're going about this entirely the wrong way. Don't create new labels every second, create and position them just once, and then update their text every second.
0
@ZionSC2: Go
You'll have to find the actor for that unit, and modify its events. Give it an event that when the ability is "source cast start", with an action "animation play" that plays the attack animation.
If none of this is remotely familiar to you, I suggest that you look up some actor tutorials, because it's a lot to describe merely in a response.
0
@ZionSC2: Go
The ability will need to be "Effect - Target". Give it a very small range - perhaps the same as the warrior's weapon.
From there you can go several ways - you can simply have a set effect that runs the same damage effect that is on the weapon, but twice... Or you could first apply a buff to the warrior that doubles damage of that type, then run the same damage effect as on the weapon once, then remove the buff.
Which you choose of the above depends on more complicated factors. Dealing the damage effect twice could be a bad idea because it will proc any combat responses twice. If a unit has a behavior that reduces all incoming weapon damage by 5, that unit would instead reduce the damage of this ability by 10. Etc. etc.
Another way is to have the ability do 0 damage using a damage effect, than catch that damage effect by trigger. In that trigger, calculate twice the warrior's weapon damage ((Maximize Weapon 1 Damage Against None) * 2), and use environment - Deal Damage To Unit using a damage effect with 0 damage and the same type as your weapon, specifying in the trigger that it has extra amount of damage equal to what you just calculated.
This method avoids the problems of the other methods but is also more complicated. Whichever effect you end up using to actually deal the damage via the trigger must have flags that specify it gets no scaled or unscaled bonuses, otherwise behaviors that already affected your unit's weapon damage will affect the damage you end up dealing again, resulting in twice-increased damage.
--
Sorry for the complicated response! You may take as much or as little as you wish from it.
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@GlornII: Go
He could use the data references and the tooltips would update appropriately, but it's still a fair amount more work just to add the data references.
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Edit: Sorry, I was wrong. Misunderstood. No, you can't.
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@DrSuperEvil: Go
Well, exactly. The point is it's nuanced.
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@Nurdguy: Go
If there would be any way of doing that, it might be in the data editor, under advanced, Game UI data.