I don't have access to the Editor right now; but can you:
Trigger: add behavior to cargo on load event
behavior: makes unit uncommandable
Trigger: remove behavior on unloading
I just did something similar to this (disabling/enabling weapons when loading/unloading) the other night and noticed that behaviors seem to be able to modify a unit in almost any way imaginable.
Also, if I remember right there's a data element for being able to display cargo units; again, not with an editor at the moment, but I am fairly certain it was in there.
In case anyone else was wondering, and in case you haven't figured out the issue yet.
The way attacking is done seems to be very convoluted. But let me try to piece it together in words.
So a unit has a weapon which has an actor, a couple of effects, models, sounds, upgrades, etc. etc.
You'll notice under effects for units that display some kind of missile (read:marines, reapers, marauders, phoenix, etc., etc.) there are two effects. One effect is related to the damage, the other to the missile.
So for instance, in the reaper there is an effect for the damage, and the missile. Note that "damage" seems to only be calculated once. So looking at the other effect (called persistent), under the effect tab there is an option called period count. (Note that the Thor damage is the same idea, also note that the phoenix will follow slightly different rules). The period count appears to affect how many period effects(scroll down) are done during one period.
So there you can change the number of attacks, but if you mouse over the weapon in game, it will still say whatever it said before. This is because the map editor data seems to be extremely poorly laid out and excessively convoluted. The display if weapon's attacks is determined by the weapon's UI. So for instance, I could say the weapon has 9,001 attacks when it truly only has 8,999.
Alternatively, if you've read this (and I wrote it correctly), you can look at the phoenix attack, note the subtle differences, and modify it accordingly.
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I don't really have a solution, just an idea, but doesn't the charge ability execute when attacking?
So possibly you could make the ability an augment that spawns behaviors/effects.
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I don't have access to the Editor right now; but can you: Trigger: add behavior to cargo on load event behavior: makes unit uncommandable
Trigger: remove behavior on unloading
I just did something similar to this (disabling/enabling weapons when loading/unloading) the other night and noticed that behaviors seem to be able to modify a unit in almost any way imaginable.
Also, if I remember right there's a data element for being able to display cargo units; again, not with an editor at the moment, but I am fairly certain it was in there.
0
In case anyone else was wondering, and in case you haven't figured out the issue yet.
The way attacking is done seems to be very convoluted. But let me try to piece it together in words.
So a unit has a weapon which has an actor, a couple of effects, models, sounds, upgrades, etc. etc.
You'll notice under effects for units that display some kind of missile (read:marines, reapers, marauders, phoenix, etc., etc.) there are two effects. One effect is related to the damage, the other to the missile.
So for instance, in the reaper there is an effect for the damage, and the missile. Note that "damage" seems to only be calculated once. So looking at the other effect (called persistent), under the effect tab there is an option called period count. (Note that the Thor damage is the same idea, also note that the phoenix will follow slightly different rules). The period count appears to affect how many period effects(scroll down) are done during one period.
So there you can change the number of attacks, but if you mouse over the weapon in game, it will still say whatever it said before. This is because the map editor data seems to be extremely poorly laid out and excessively convoluted. The display if weapon's attacks is determined by the weapon's UI. So for instance, I could say the weapon has 9,001 attacks when it truly only has 8,999.
Alternatively, if you've read this (and I wrote it correctly), you can look at the phoenix attack, note the subtle differences, and modify it accordingly.
tl:dr.... Read it.