The link used for cooldowns is stated in the same window where you set the cooldown duration. I don't know which link type to use, but you have to use the same link ID to share cooldowns. Not sure if the Unit link type persists through the morph, nor whether the Ability type works if both units have the same ability. There's also a Player/global link type you can use if the unit/ability set is unique. (like in RPG maps)
Here's a demo map of what I tried with the HybridWarpIn model. It definitely looks cool, but it's not what I'm looking for. Mainly the lasting smoke trail gets in the way, so I tried removing it, but TextureSelectById doesn't want to work. (the texture in question doesn't have a prefix, so I don't know how to reflect that in the declaration/texture name)
For some reason the rotation actor doesn't work with missiles. I tried to solve this, but so far no luck. Somehow the missile mover overwrites the rotation even for attached models, but visibly doesn't negate the local offset. (The same actor combination produces a nice orbiting motion when applied to units, so it works in principle)
In both maps all edited files have a suffix of "#+#", you can type that in the search bar to find them. Edited data types so far include Actors, Models and Textures.
I only discovered it by accident, I was trying to activate Attack Redirect while moving (note the icon is greyed out when the transport moves, if it has one). Then I though hey - why can't I just force-activate the attack of the cargo?
One more thing, the attack launches from the Center/Origin point of the transport, including launch graphics, as a fallback if the transport doesn't have "container attack launch" hardpoints. So you either have to add those to the transport or really dupe all weapons to disable crazy launch graphics.
All you have to do is make the cargo buff activate the Attack ability and/or Attack ability class. No turrets, no periodic searches, nothing. FACEPALM
You don't even need to enable the "fire while moving" flag apparently, the relevant flags are "only fire on attack target" and "only fire while attacking" MUST BE OFF! (exact wording may vary, I'm German); the "Legacy Options" "no slowdown" and "can aquire new targets while channeling" may also be required ON for certain weapons (they're enabled on the voidray, but aren't required for the marine's gauss gun to work)
I don't know exactly what these flags control, but even with both OFF marines won't attack when ordered to walk past a target. I can't be bothered to test this right now, but you might get away with simply disabling these on the default weapons.
This may render the unit immune to stuns/stasis depending on the games' internal priority list, so you might have to ensure all stuns also reliably disable the Attack ability (-class)
SiteOp actors seem to have solved the motion issue, so now I only need the model. Something that emits a lot of particles, but trails them behind the host. So far DetonateMissile, SoulCollect/SuckBlackMissile and CorruptedMissile have failed me. All the Lost Viking projectiles have a rigid trailing "tail", so those are out too.
A "Buff" type behavior applied as the "cargo behavior" on the load ability. Under Modification+ set it to Deactivate the default weapons of all loadable units, and to Activate the fire-while-moving variants. Give both weapon types to the units in question, but make sure the fire-while-moving one is Hidden and Deactivated by default. You might have to give the weapons a 360° firing arc or mount them on a "freely rotating" turret.
You -should- be able to pack the search in the same behavior. Buff behaviors can emulate a unit-centered persistent effect by default. Make a Search Area effect with a validator "Source(or Caster?) not Attacking(checks use of the Attack ability)", set "max targets" to 1, and apply an Issue Order effect "Source: Attack Target". All location types should be "Unit", not "Point/Unit" or "Point". You can also use "target sorting methods" on the Search Area effect to set target priorities (proximity, HP, %HP etc.)
Good candidates so far are DetonateMissile and SoulCollectMissile, the former has fairly few particles compared to its main body and the latter produces a dense cloud trail.
The main problem at the moment is the motion overlay though. It just seems to bug out completely when wavelengths and radii go below 0.2 or so, which is still too big to look like a dancing particle emitter. (for the record, a missile with 10 speed, wavelength and radius of 0.1 overshoots its target by more than 2 range units, that can't be intended behavior)
So, giving up on that, stacking a "local offset" SiteOp actor on a "rotator" one should work, I'll see if that produces stable animations. 720 (°/second I suppose?) rotation rate looks choppy when applied to a mothership though.
Do you use a Modify Unit effect or the like to lift the units up? Apply Force effects don't work properly if the unit is touching the ground.
Look at Hybrid Maar's schockwave ability. All you have to do is set the angle to 180° or less, and make sure it's using the local reference frame of the caster unit instead of the global coordinate grid. (which I believe is the default if the effect is hosted on the unit and not the "point")
If someone has a proper explanation on what the different types actually do, please post it. More specifically: What's the difference between "Orbit" and "Revolver" types, and how do you set the orbital radius/wave amplitude of the overlay?
On a related note, does anyone know how to make an alpha version phoenix overload missile/Taric stun (league of legends)/dancing-blue-sparkly-thing projectile without custom models? (and simple enough to be used en masse as a projectile)
I think there's a field on the morph ability where you can apply effects upon morph completion. Apply a suicide effect or an "issue order"->use detonate ability.
Edit: check the Infestor's eggs, they use an effect to spawn the infested marines.
If the "morph to" unit doesn't exist already, just scrap the morph, use an Effect-Instant ability and have that trigger the explosion+suicide. You can use actor events to make the unit look like a cocoon or something while it's using the ability.
There's usually a cap on the number of magazine units, not sure if it's a field on the ability or a Requirement on the "arm magazine" command. Look at broodlords, their escorts are ("external") magazine units, refill automatically and they're capped at 2.
Of course you can do it with other setups, but if you already have a working mechanism why make another one?
Not sure how exactly the mod works. If it only uses "ability charges" or a Requirement to enforce the use of trained units, you can remove those.
If it uses something like a Magazine ability, set it to Transient, Autocast, permanent Autocast ON and set the build time to 0/less than the minimum weapon cooldown. Remove all associated command card keys. Possibly hunt down remaining "progress indicators" like visible build queues, ingame progress bars and the like.
The Roach actor uses an "Event Macro" called something like "Burrowed Zerg Unit - Mobile Animation Macro". This produces an attached Model type actor called "BurrowMoveEffect", which produces the dust clouds. Note that this actor doesn't inherit Cloak Status or Visibility by default, causing it to be visible even when the unit isn't.
To prevent enemies from seeing the trail, set the inherit flags to true. To remove it altogether set the model to Invisible, delete the events that create the model or remove the macro from the unit actor.
To toggle it manually (via abilities etc) create some kind of indicator for the ON status (dummy buff, actor message etc) and validate that on the actor. If you want to do this, elaborate on what exactly you're trying to do for more detailed help.
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The link used for cooldowns is stated in the same window where you set the cooldown duration. I don't know which link type to use, but you have to use the same link ID to share cooldowns. Not sure if the Unit link type persists through the morph, nor whether the Ability type works if both units have the same ability. There's also a Player/global link type you can use if the unit/ability set is unique. (like in RPG maps)
0
Here's a demo map of what I tried with the HybridWarpIn model. It definitely looks cool, but it's not what I'm looking for. Mainly the lasting smoke trail gets in the way, so I tried removing it, but TextureSelectById doesn't want to work. (the texture in question doesn't have a prefix, so I don't know how to reflect that in the declaration/texture name)
For some reason the rotation actor doesn't work with missiles. I tried to solve this, but so far no luck. Somehow the missile mover overwrites the rotation even for attached models, but visibly doesn't negate the local offset. (The same actor combination produces a nice orbiting motion when applied to units, so it works in principle)
In both maps all edited files have a suffix of "#+#", you can type that in the search bar to find them. Edited data types so far include Actors, Models and Textures.
0
The "attribute bonus multiplier" one fails too. Both still show up on the weapon, so I think it's a bug.
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No one fiddles with core abilities I guess?
I only discovered it by accident, I was trying to activate Attack Redirect while moving (note the icon is greyed out when the transport moves, if it has one). Then I though hey - why can't I just force-activate the attack of the cargo?
One more thing, the attack launches from the Center/Origin point of the transport, including launch graphics, as a fallback if the transport doesn't have "container attack launch" hardpoints. So you either have to add those to the transport or really dupe all weapons to disable crazy launch graphics.
0
Lol, I got it to work.
All you have to do is make the cargo buff activate the Attack ability and/or Attack ability class. No turrets, no periodic searches, nothing. FACEPALM
You don't even need to enable the "fire while moving" flag apparently, the relevant flags are "only fire on attack target" and "only fire while attacking" MUST BE OFF! (exact wording may vary, I'm German); the "Legacy Options" "no slowdown" and "can aquire new targets while channeling" may also be required ON for certain weapons (they're enabled on the voidray, but aren't required for the marine's gauss gun to work)
I don't know exactly what these flags control, but even with both OFF marines won't attack when ordered to walk past a target. I can't be bothered to test this right now, but you might get away with simply disabling these on the default weapons.
This may render the unit immune to stuns/stasis depending on the games' internal priority list, so you might have to ensure all stuns also reliably disable the Attack ability (-class)
0
I know ;) Didn't mean to insult you or anything.
SiteOp actors seem to have solved the motion issue, so now I only need the model. Something that emits a lot of particles, but trails them behind the host. So far DetonateMissile, SoulCollect/SuckBlackMissile and CorruptedMissile have failed me. All the Lost Viking projectiles have a rigid trailing "tail", so those are out too.
0
A "Buff" type behavior applied as the "cargo behavior" on the load ability. Under Modification+ set it to Deactivate the default weapons of all loadable units, and to Activate the fire-while-moving variants. Give both weapon types to the units in question, but make sure the fire-while-moving one is Hidden and Deactivated by default. You might have to give the weapons a 360° firing arc or mount them on a "freely rotating" turret.
You -should- be able to pack the search in the same behavior. Buff behaviors can emulate a unit-centered persistent effect by default. Make a Search Area effect with a validator "Source(or Caster?) not Attacking(checks use of the Attack ability)", set "max targets" to 1, and apply an Issue Order effect "Source: Attack Target". All location types should be "Unit", not "Point/Unit" or "Point". You can also use "target sorting methods" on the Search Area effect to set target priorities (proximity, HP, %HP etc.)
0
What do you mean, preservers don't have missiles?
Good candidates so far are DetonateMissile and SoulCollectMissile, the former has fairly few particles compared to its main body and the latter produces a dense cloud trail.
The main problem at the moment is the motion overlay though. It just seems to bug out completely when wavelengths and radii go below 0.2 or so, which is still too big to look like a dancing particle emitter. (for the record, a missile with 10 speed, wavelength and radius of 0.1 overshoots its target by more than 2 range units, that can't be intended behavior)
So, giving up on that, stacking a "local offset" SiteOp actor on a "rotator" one should work, I'll see if that produces stable animations. 720 (°/second I suppose?) rotation rate looks choppy when applied to a mothership though.
0
Do you use a Modify Unit effect or the like to lift the units up? Apply Force effects don't work properly if the unit is touching the ground.
Look at Hybrid Maar's schockwave ability. All you have to do is set the angle to 180° or less, and make sure it's using the local reference frame of the caster unit instead of the global coordinate grid. (which I believe is the default if the effect is hosted on the unit and not the "point")
0
Thanks for the hint, I'm not used to there being any form of official documentation.
Taric: starting at 0:47
The dragonhawk rider had a similar projectile in warcraft 3 if you're familiar with that.
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If someone has a proper explanation on what the different types actually do, please post it. More specifically: What's the difference between "Orbit" and "Revolver" types, and how do you set the orbital radius/wave amplitude of the overlay?
On a related note, does anyone know how to make an alpha version phoenix overload missile/Taric stun (league of legends)/dancing-blue-sparkly-thing projectile without custom models? (and simple enough to be used en masse as a projectile)
Thanks in advance!
0
I think there's a field on the morph ability where you can apply effects upon morph completion. Apply a suicide effect or an "issue order"->use detonate ability.
Edit: check the Infestor's eggs, they use an effect to spawn the infested marines.
If the "morph to" unit doesn't exist already, just scrap the morph, use an Effect-Instant ability and have that trigger the explosion+suicide. You can use actor events to make the unit look like a cocoon or something while it's using the ability.
0
There's usually a cap on the number of magazine units, not sure if it's a field on the ability or a Requirement on the "arm magazine" command. Look at broodlords, their escorts are ("external") magazine units, refill automatically and they're capped at 2.
Of course you can do it with other setups, but if you already have a working mechanism why make another one?
0
Not sure how exactly the mod works. If it only uses "ability charges" or a Requirement to enforce the use of trained units, you can remove those.
If it uses something like a Magazine ability, set it to Transient, Autocast, permanent Autocast ON and set the build time to 0/less than the minimum weapon cooldown. Remove all associated command card keys. Possibly hunt down remaining "progress indicators" like visible build queues, ingame progress bars and the like.
0
The Roach actor uses an "Event Macro" called something like "Burrowed Zerg Unit - Mobile Animation Macro". This produces an attached Model type actor called "BurrowMoveEffect", which produces the dust clouds. Note that this actor doesn't inherit Cloak Status or Visibility by default, causing it to be visible even when the unit isn't.
To prevent enemies from seeing the trail, set the inherit flags to true. To remove it altogether set the model to Invisible, delete the events that create the model or remove the macro from the unit actor.
To toggle it manually (via abilities etc) create some kind of indicator for the ON status (dummy buff, actor message etc) and validate that on the actor. If you want to do this, elaborate on what exactly you're trying to do for more detailed help.