Weapon or ability, it doesn't matter for damage buffs. If you made a weapon trigger the Psi Storm main effect it wouldn't benefit from damage buffs designed for weapons, because the Damage effect is tagged as Special Ability. If you turned the Colossus weapon into an ability it would still benefit from boosts for Splash damage.
When you say "attack ability", is that a copy of the stock Attack ability? You should make an Effect-Target type ability that triggers the same effect as your original Effect-Instant setup. Copy from Psi Storm or whatever if you're uncomfortable with creating an ability from scratch.
I don't know about the "unable to turn to target" error (unless you put the ability on a building, which truly cannot turn at all), but the "must target unit" one might be because the effect the ability produces can only target units. Set the Location+ field of the effect to Target (Unit/)Point, and to Caster Unit for anything related to the launch location.
Switching from Effect-Instant to Effect-Target type abilities will most likely mess up your reference points of the effects, as an Effect-Instant always occurs at the caster, therefore Caster, Source and Target all point at that unit. For Effect-Target abilities Caster is the original caster (use this as a launch location), Source is the previous unit in the chain of effects (at first it's equal to Caster, but if you make a chain lightning ability Source will be the previous unit struck by the bolt) and Target is the "impact target" of the effect (originally this is where you clicked to use the ability, but you can also specify the Target of a specific effect. For the Mutalisk bounce attack this is used to fire the bounce missile at the next target)
How do these "lasers" work? Do you mean 2 missiles that damage anything they "collide" with? Or is there some kind of continuous beam involved?
Any damage dealt by a unit is affected by damage buffs. The damage effect is assigned 1 of 4 "damage types": Standard(Melee), Ranged, Splash and Special Ability. The game can't even tell an ability that causes a Ranged type damage effect apart from a ranged weapon. Or did you mean the damage should increase with every collision?
The attack rate buff only works for weapons. If you make the ability a weapon (or have it activate a weapon) instead you can use the normal attack rate mechanic. This would also solve the auto-target issue, but it would also mean that the ability is blocked by weapon blockers (also make sure to un-check the "linked cooldown" flag on the weapon)
Or you can make it an Effect-Target ability with an autocast, but that would make it impossible to apply an "attack rate" buff (except Time Scaling and iirc upgrades)
Well, patch 1.2.1 is here and it's still remains broken. I think we have to fix it ourselves instead of waiting for blizz to do it for us.
So, has anyone figured out how to fix this?
Edit: Found a solution!
Hosting Site Operation for Blink Out actor should be:
SOpSourcePointStationary, SOpForwardCasterPoint
Hosting Site Operation for Blink In actor should be:
SOpAttachOrigin, SOpForwardSourcePoint
And voila! Should've done this myself earlier rather than waiting on blizz all this time.
For me it worked with only changing Blink Out to use SourcePointStationary instead of AttachOriginStationary.
Could it be that the game registers the teleport effect one "tick" earlier since that patch? It would make sense as a multiplayer improvement.
What happens if Zeratul dies while the model still plays? Asking because the original setup attached the model to Zeratul, while the "fixed" actor doesn't use the unit as a host and therefore wouldn't even "know" if it died.
You can apply a buff to cargo units within any transport (a field in the Bunker - Load/Unload ability, read the mouseover texts to identify the correct one)
Make it give +300% dmg, and add a "remove" validator IsMarine. If it doesn't exist already, there are many examples to copy from. Remember that the behavior deactivates/is removed if the validator returns "false".
The broodlord weapon fires a missile that becomes a unit upon impact. The missile and unit share models to give the impression that it's launching regular units, but it isn't.
DrSuperEvil is right in a way. The missile of the animation inherits its model from the escort unit, and I'm willing to believe that the escort unit actually becomes the missile. The escort unit dies upon impact, like a normal missile would. The unit spawned upon impact is completely unrelated to this mechanism though. I only tested it by replacing the escort model with a Bunker, which will make 2 Bunkers escort the BL and launch themselves at the target, where normal Broodlings are spawned upon impact.
The broodling (escourt) of the broodlord shoot themselves as missiles without a missile unit so you could try starting there.
But they still use a missile-type mover as far as I can see. They somehow convert themselves into the missile unit for the Launch Missile effect. That ability is an awful mess though, as there still is a Missile unit which appears to be unused, along with the corresponding Attack actor etc.
Try giving the missile unit a Behavior by default, and then have the upgrade(s) modify the speed/acceleration boosts granted by that behavior.
I don't know which of the movement-related fields actually work with missile type movers, but at least Time Scale works for a global boost. Modifying speed/acceleration values in any way will change the shape of the missile's trajectory though, unless it homes in on the target from the start. The only way of avoiding this would indeed be making individual movers.
Time Scale doesn't have this problem, but it affects all properties of the missile equally, as well as the "timeout" counter (a missile usually "times out" and dies after 30 seconds, but running at 3x Time Scale that would become 10 seconds global game time, though it would of course also have 3x the speed and acceleration)
You can't remove it entirely as the "Team Color" areas are part of the model.
You can however give individual units/unit types a set team color, so for example you could make all Marines green, all Marauders yellow and every other Marine built by player 1 from a Reactor Barracks pink.
There's an Actor Event+ action called SetTeamColor, which can set the Team Color areas to any color. I don't know the values of the official team colors though. This also changes the color of the minimap icon, as does the trigger action "set team color" (which also has a list of the official colors)
I don't know how to keep the minimap icon unaffected, but I could swear the Protoss heroes in In Utter Darkness have light green minimap icons. Maybe that only works for their owner.
It's attached to the units. They have a "Warpable" ability which places a "being warped" behavior on the unit when warp-trained. This behavior works much like the ones used on Protoss buildings (it's a "Power User" behavior), making the unit require Pylon power.
As for doing what you want to do, the "Warpable" ability states that if the behavior it places is a "Power User" that will limit the placement, so make it apply one that isn't. Switch between the 2 "Warpable" abilities via Validators.
I can't replicate your problem. When I add an "Or" (or "And") node to a requirement I can add any number of nodes to it.
You can only add 1 node to each "folder icon", but And and Or nodes can have as many "child/sub" nodes as you want. "Not" nodes, if you need any, can only have 1 direct "child", so make that an And or Or node (depending on the logic you want) and attach the actual requirements to that.
"Equals" nodes are limited to 2 childs, usually a counter and a Constant.
You can export some files (for example anything you changed in the data editor) out of the map, edit the files in a text editor if needed, and import them into the other map. Alternatively you can open the maps in an MPQ editor and manually copy+paste the files together. Make sure you don't have conflicting edits of the same file.
You really should make a backup before attempting the MPQ solution
You might be able to add the buffs via the Veterancy Behavior, or you can use a peridic Apply Buff effect, or just put them all on the unit by default.
If there really is a stacking limit the second option would be the best: Periodically attempt to apply all buff levels, but add Validators so only one of them actually is applied. Also add the same Validators to the buffs in their "remove" field so they expire the moment the next level is reached.
To make buffs stackable you have to set the "maximum stack count" and "maximum stacks per caster" on the buff. I think -1 means infinite, but I encountered some weird bugs with that so I just set both to 100k for my attributes. You can definitely have more than 60 stacks of 1 Behavior, but for different Behaviors I have no idea.
0
Weapon or ability, it doesn't matter for damage buffs. If you made a weapon trigger the Psi Storm main effect it wouldn't benefit from damage buffs designed for weapons, because the Damage effect is tagged as Special Ability. If you turned the Colossus weapon into an ability it would still benefit from boosts for Splash damage.
When you say "attack ability", is that a copy of the stock Attack ability? You should make an Effect-Target type ability that triggers the same effect as your original Effect-Instant setup. Copy from Psi Storm or whatever if you're uncomfortable with creating an ability from scratch.
I don't know about the "unable to turn to target" error (unless you put the ability on a building, which truly cannot turn at all), but the "must target unit" one might be because the effect the ability produces can only target units. Set the Location+ field of the effect to Target (Unit/)Point, and to Caster Unit for anything related to the launch location.
Switching from Effect-Instant to Effect-Target type abilities will most likely mess up your reference points of the effects, as an Effect-Instant always occurs at the caster, therefore Caster, Source and Target all point at that unit. For Effect-Target abilities Caster is the original caster (use this as a launch location), Source is the previous unit in the chain of effects (at first it's equal to Caster, but if you make a chain lightning ability Source will be the previous unit struck by the bolt) and Target is the "impact target" of the effect (originally this is where you clicked to use the ability, but you can also specify the Target of a specific effect. For the Mutalisk bounce attack this is used to fire the bounce missile at the next target)
0
How do these "lasers" work? Do you mean 2 missiles that damage anything they "collide" with? Or is there some kind of continuous beam involved?
Any damage dealt by a unit is affected by damage buffs. The damage effect is assigned 1 of 4 "damage types": Standard(Melee), Ranged, Splash and Special Ability. The game can't even tell an ability that causes a Ranged type damage effect apart from a ranged weapon. Or did you mean the damage should increase with every collision?
The attack rate buff only works for weapons. If you make the ability a weapon (or have it activate a weapon) instead you can use the normal attack rate mechanic. This would also solve the auto-target issue, but it would also mean that the ability is blocked by weapon blockers (also make sure to un-check the "linked cooldown" flag on the weapon)
Or you can make it an Effect-Target ability with an autocast, but that would make it impossible to apply an "attack rate" buff (except Time Scaling and iirc upgrades)
0
Set the cast cost to -200 minerals?
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For me it worked with only changing Blink Out to use SourcePointStationary instead of AttachOriginStationary.
Could it be that the game registers the teleport effect one "tick" earlier since that patch? It would make sense as a multiplayer improvement.
What happens if Zeratul dies while the model still plays? Asking because the original setup attached the model to Zeratul, while the "fixed" actor doesn't use the unit as a host and therefore wouldn't even "know" if it died.
0
If you only want to remove it just tell the Blink In/Out actors to use an invisible model.
Easier still, if you're using a custom copy of the ability, just delete the actors altogether.
Blizzard should fix this eventually though as it's visible in the campaign.
0
You can apply a buff to cargo units within any transport (a field in the Bunker - Load/Unload ability, read the mouseover texts to identify the correct one)
Make it give +300% dmg, and add a "remove" validator IsMarine. If it doesn't exist already, there are many examples to copy from. Remember that the behavior deactivates/is removed if the validator returns "false".
0
DrSuperEvil is right in a way. The missile of the animation inherits its model from the escort unit, and I'm willing to believe that the escort unit actually becomes the missile. The escort unit dies upon impact, like a normal missile would. The unit spawned upon impact is completely unrelated to this mechanism though. I only tested it by replacing the escort model with a Bunker, which will make 2 Bunkers escort the BL and launch themselves at the target, where normal Broodlings are spawned upon impact.
0
But they still use a missile-type mover as far as I can see. They somehow convert themselves into the missile unit for the Launch Missile effect. That ability is an awful mess though, as there still is a Missile unit which appears to be unused, along with the corresponding Attack actor etc.
0
Try giving the missile unit a Behavior by default, and then have the upgrade(s) modify the speed/acceleration boosts granted by that behavior.
I don't know which of the movement-related fields actually work with missile type movers, but at least Time Scale works for a global boost. Modifying speed/acceleration values in any way will change the shape of the missile's trajectory though, unless it homes in on the target from the start. The only way of avoiding this would indeed be making individual movers.
Time Scale doesn't have this problem, but it affects all properties of the missile equally, as well as the "timeout" counter (a missile usually "times out" and dies after 30 seconds, but running at 3x Time Scale that would become 10 seconds global game time, though it would of course also have 3x the speed and acceleration)
0
You can't remove it entirely as the "Team Color" areas are part of the model.
You can however give individual units/unit types a set team color, so for example you could make all Marines green, all Marauders yellow and every other Marine built by player 1 from a Reactor Barracks pink.
There's an Actor Event+ action called SetTeamColor, which can set the Team Color areas to any color. I don't know the values of the official team colors though. This also changes the color of the minimap icon, as does the trigger action "set team color" (which also has a list of the official colors)
I don't know how to keep the minimap icon unaffected, but I could swear the Protoss heroes in In Utter Darkness have light green minimap icons. Maybe that only works for their owner.
0
Demo map for making a unit run in circles. Give the RunningCircles Behavior to the unit you want to affect (example: Marine)
Control the radius via the period of the Behavior and the direction of the periodic offset of the Persistent effect.
Give the unit an Air plane mover, 0 vision range and 0 collision size to make it behave like a missile if needed.
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It's attached to the units. They have a "Warpable" ability which places a "being warped" behavior on the unit when warp-trained. This behavior works much like the ones used on Protoss buildings (it's a "Power User" behavior), making the unit require Pylon power.
As for doing what you want to do, the "Warpable" ability states that if the behavior it places is a "Power User" that will limit the placement, so make it apply one that isn't. Switch between the 2 "Warpable" abilities via Validators.
0
I can't replicate your problem. When I add an "Or" (or "And") node to a requirement I can add any number of nodes to it.
You can only add 1 node to each "folder icon", but And and Or nodes can have as many "child/sub" nodes as you want. "Not" nodes, if you need any, can only have 1 direct "child", so make that an And or Or node (depending on the logic you want) and attach the actual requirements to that.
"Equals" nodes are limited to 2 childs, usually a counter and a Constant.
0
You can export some files (for example anything you changed in the data editor) out of the map, edit the files in a text editor if needed, and import them into the other map. Alternatively you can open the maps in an MPQ editor and manually copy+paste the files together. Make sure you don't have conflicting edits of the same file.
You really should make a backup before attempting the MPQ solution
0
You might be able to add the buffs via the Veterancy Behavior, or you can use a peridic Apply Buff effect, or just put them all on the unit by default.
If there really is a stacking limit the second option would be the best: Periodically attempt to apply all buff levels, but add Validators so only one of them actually is applied. Also add the same Validators to the buffs in their "remove" field so they expire the moment the next level is reached.
To make buffs stackable you have to set the "maximum stack count" and "maximum stacks per caster" on the buff. I think -1 means infinite, but I encountered some weird bugs with that so I just set both to 100k for my attributes. You can definitely have more than 60 stacks of 1 Behavior, but for different Behaviors I have no idea.