Two things - first you can make it a weapon if you want, just uncheck "Linked Cooldown" from both weapons and they'll fire independently from one another.
Second, if you want the validator to be applied against each unit found in the search you need to add it to the effect that's triggered by the search, not the search itself. The search validator is used to validate the search effect itself.
In the invisibility behavior, in the damage response field set chance to 1, location to attacker, and handled to a Remove Behavior effect that removes the invisibility behavior. As soon as your unit damages another unit its invisibility will be removed.
You could also use the damage response field to give a damage multiplier if you wanted a backstab-type effect.
I did this by creating a persistent effect that uses an offset to determine the destination for a teleport effect in the correct side. The effect is applied to the unit as soon as it's trained and it is instantly teleported to the correct side.
Make a persistent ability that triggers the same effect as your unit's weapon, set the period to whatever the weapon's attack speed is and flag it as channeled, and the period count to -1, then make a new Effect - Target ability "Attack Ground."
Then when you give the order to attack the ground the unit will channel the effect until you give it any other orders (which will automatically interrupt the channeling.)
I am having this issue only with some buildings. I have all of the resource values in place. Some morphed buildings return the correct amount, and some return 0. I can't figure out why, as there are very few differences between each of my morphs.
From my experiences the Unit Cost function appears to be extremely buggy.
Try adding Preempt to the Command Flags field in the Issue Order, also you may need to change the Player field to "Source". Everything else looks alright.
Definitely possible, I have a similar effect used to reposition summoned units in front of one of my heroes when they spawn. Double check the issue order effect, make sure the Unit and Target fields are set correctly.
1. Make a trigger to respond to keypress events, handle selecting the hotgroup yourself.
2. Make sure you set up the autocast search filters to target enemy units, other than that you aren't very specific on what exactly you've tried so I can't give much further advice.
3. Yes, in the beam actor add a new event, on ActorCreation SetTintColor (whatever you want)
4. No I'm pretty sure this is not possible.
Augments are poorly implemented and are missing a lot of features that other ability types have (for example you can't change their values with an upgrade or by modifying the catalog via triggers.)
The viking is implemented as a morph which means creating a whole new unit and a morph ability and actors... hardly the simplest solution.
Make a behavior, have it modify the unit's height, set the mover to Flyer, set its plane to Air, disable its primary weapon and give it a new one. All of that can be accomplished with a single behavior.
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Two things - first you can make it a weapon if you want, just uncheck "Linked Cooldown" from both weapons and they'll fire independently from one another.
Second, if you want the validator to be applied against each unit found in the search you need to add it to the effect that's triggered by the search, not the search itself. The search validator is used to validate the search effect itself.
Hope that helps.
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In the invisibility behavior, in the damage response field set chance to 1, location to attacker, and handled to a Remove Behavior effect that removes the invisibility behavior. As soon as your unit damages another unit its invisibility will be removed.
You could also use the damage response field to give a damage multiplier if you wanted a backstab-type effect.
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I did this by creating a persistent effect that uses an offset to determine the destination for a teleport effect in the correct side. The effect is applied to the unit as soon as it's trained and it is instantly teleported to the correct side.
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Found another good one today, "Raven - Release Auto Turret Weapon"
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Make a persistent ability that triggers the same effect as your unit's weapon, set the period to whatever the weapon's attack speed is and flag it as channeled, and the period count to -1, then make a new Effect - Target ability "Attack Ground."
Then when you give the order to attack the ground the unit will channel the effect until you give it any other orders (which will automatically interrupt the channeling.)
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From my experiences the Unit Cost function appears to be extremely buggy.
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Try adding Preempt to the Command Flags field in the Issue Order, also you may need to change the Player field to "Source". Everything else looks alright.
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In your issue order effect, change Unit - Value to "Source" and "Target - Value" to "Target Point". That should fix it.
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@J_cup: Go
Definitely possible, I have a similar effect used to reposition summoned units in front of one of my heroes when they spawn. Double check the issue order effect, make sure the Unit and Target fields are set correctly.
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@ScynScyn: Go
1. Make a trigger to respond to keypress events, handle selecting the hotgroup yourself.
2. Make sure you set up the autocast search filters to target enemy units, other than that you aren't very specific on what exactly you've tried so I can't give much further advice.
3. Yes, in the beam actor add a new event, on ActorCreation SetTintColor (whatever you want)
4. No I'm pretty sure this is not possible.
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You need to make the behavior type "Buff" and then edit the Modifications field, that's where all this stuff is.
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@OneTwoSC: Go
Augments are poorly implemented and are missing a lot of features that other ability types have (for example you can't change their values with an upgrade or by modifying the catalog via triggers.)
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@Colawaffle: Go
Abil.Whatever.SourceCastStart
Anim Bracket Start
Name: Channel
Opening: None
Content: Attack
Close: None
Abil.Whatever.SourceFinishStop
Anim Bracket Stop
Name: Channel
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@Eiviyn: Go
The viking is implemented as a morph which means creating a whole new unit and a morph ability and actors... hardly the simplest solution.
Make a behavior, have it modify the unit's height, set the mover to Flyer, set its plane to Air, disable its primary weapon and give it a new one. All of that can be accomplished with a single behavior.
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@anteevy: Go
Create an array of timers (or whatever else), then use a custom value to store an index into the array.
e: Also you can freely convert ints to reals and back again.