You can still create a persistent to delay the impact of the bullet. All you're really doing is making it so that when the marine attacks, he applies a persistent to himself which then, after a short period of time, damages his target. If, however, you wanted to make actual missiles out of the marine's bullets, that would be different.
Persistents might be a good place to start. By using them, you can delay the damage effect that, well, deals the damage. I'd recommend putting the persistent on the attacking unit rather than the target, and using a periodic delay to get it to impact at the right time. I hope this helps.
Removing the ability "Move" doesn't actually prevent the unit from moving either (funny). Removing the "Move" ability and setting acceleration to 0 under "Movement" seems to work, however. I hope that helps!
EDIT: I apologize, but this makes it so that the unit will turn to attack other units, but not simply turn on right click.
I don't know that you can duplicate without losing the model, but you can just go to the model for the unit you're duplicating, duplicate it, and set the field next to "unitName" to the unit that you duplicated. I hope that helps.
If I'm not mistaken, you could make a region that encompasses all of your smaller regions, then put all of its smaller parts into a region array and check which of the arrayed regions the unit actually entered. That should simplify your code at least.
To change the cost, just go to the data for the unit and there should be a "Cost" tab. To change the build time of a structure, you have to go into the data for the ability that allows a unit to construct it. For example, to change the build time of an Assimilator, we would go to the ability "Probe - Build (Probe)", modify the "Info" (Ability Commands - Build), double-click on "Warp in Assimilator", and scroll all the way down to where it says "Time." I believe that is the field that you need to change. Does that answer your question?
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@Caipa: Go
You can still create a persistent to delay the impact of the bullet. All you're really doing is making it so that when the marine attacks, he applies a persistent to himself which then, after a short period of time, damages his target. If, however, you wanted to make actual missiles out of the marine's bullets, that would be different.
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Persistents might be a good place to start. By using them, you can delay the damage effect that, well, deals the damage. I'd recommend putting the persistent on the attacking unit rather than the target, and using a periodic delay to get it to impact at the right time. I hope this helps.
-Vulfe
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Use triggers and a dummy weapon to make the immortal face the target. Unfortunately, turrets are pretty lacking in editor infrastructure.
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I'm pretty sure he's not picking units. I'm also pretty sure there's a "created unit" or "last created unit" of some sort to fill that space.
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I had the same thing a minute ago. I'm pretty sure you just have to register your nickname.
Syntax is: /msg NickServ register <password> <email>
Then go to the email that you specified and read what it sends you.
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Vulfe.434
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@ken247113: Go
Use the "Point With Polar Offset" Function when defining your secondary point.
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@s3rius: Go
You are correct; the ESRB has no force of law.
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Create Effect At Point (From Player/From Unit)
I believe the effect you're looking for is "Ghost - Nuke (Damage)".
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Removing the ability "Move" doesn't actually prevent the unit from moving either (funny). Removing the "Move" ability and setting acceleration to 0 under "Movement" seems to work, however. I hope that helps!
EDIT: I apologize, but this makes it so that the unit will turn to attack other units, but not simply turn on right click.
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Remove Move from its abilities and command card?
I have no idea if this restricts turning.
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I don't know that you can duplicate without losing the model, but you can just go to the model for the unit you're duplicating, duplicate it, and set the field next to "unitName" to the unit that you duplicated. I hope that helps.
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If I'm not mistaken, you could make a region that encompasses all of your smaller regions, then put all of its smaller parts into a region array and check which of the arrayed regions the unit actually entered. That should simplify your code at least.
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Units ->
The models in Data are by the same names.
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To change the cost, just go to the data for the unit and there should be a "Cost" tab. To change the build time of a structure, you have to go into the data for the ability that allows a unit to construct it. For example, to change the build time of an Assimilator, we would go to the ability "Probe - Build (Probe)", modify the "Info" (Ability Commands - Build), double-click on "Warp in Assimilator", and scroll all the way down to where it says "Time." I believe that is the field that you need to change. Does that answer your question?