The blizzard post on that was longer, actually stating exactly what you are experiencing now (and how to resolve that). You really should read the whole thing.
You can also make a validator that checks if that behavior is already on that unit. (but if you attach that to the attack, it won't attack a slowed unit)
Also, I don't know any TD that did that in WC3, so people are used to it ;)
I think that is not supported yet in the game, but you can use variables instead minerals as workaround. Depending on how you use it, it could turn out bad tho.
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@dddarrenccc: Go
The blizzard post on that was longer, actually stating exactly what you are experiencing now (and how to resolve that). You really should read the whole thing.
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Some help for the blind people :)
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You can also make a validator that checks if that behavior is already on that unit. (but if you attach that to the attack, it won't attack a slowed unit)
Also, I don't know any TD that did that in WC3, so people are used to it ;)
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The UI bar "duration" is what you are looking for. (data, actor)
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Bug report:
In left vs right mode, when an enemy leaves, you can sell his towers.
Also, you can build wherever you want, screwing up someones maze.
Comment:
Advanced mazing is impossible (size).
Bottom has major disadvantage at mazing because one wave enters at 1/3 of the maze.
Else solid work and grats.
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There was an official reply to that question from blizzard.
I am too lazy to search it for you :P
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So if I get this right, you want an AI controlled unit to not autocast that ability when not in combat, and the AE to also affect allied units?
For autocast: use validators.
Affecting allied units: you have to check ally in search filters.
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The problem is that, by default, a mineral field has "remove when depleted".
Remove =! death
Now you should be able to find some workaround.
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@Sntenshi: Go
If you use it as a short duration behavior it shouldn't be a problem (at least I think so)
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You mean like the Brilliance Aura from Warcraft 3?
Yeah that function is missing afaik.
Currently your best shot would be using static values (they patched it to or from static in warcraft 3, don't remember which way xD )
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I think that is not supported yet in the game, but you can use variables instead minerals as workaround. Depending on how you use it, it could turn out bad tho.
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@Selfcreation: Go o.0 WAY too complicated and inefficient.
Just create an ability "Morph", set the new unit in that ability and make morph triggers on the actor events+.
Added 2 screens for a fast,basic overview. There is somewhere (here on sc2mapster) a tutorial if you need more help
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If I remember correctly there is a validator that disables that specific turret.
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Also sucks that you can't modify validators through upgrades :>
(bump disguise)
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Just change the model and give (link) the turret to the unit (bunker).
You may also want to change the buttons to the appropriate after that.