Someone who remembers this can correct me if I am wrong or if this was patched in a recent version of the editor, but I believe you have too many units linked to each other.
I distinctly remember a thread about a similar problem, where 1 base unit can morph to several different units, and they all could morph to something else, like a big long chain. After a certain point(I don't remember how many morphs) you just couldn't morph the unit anymore. Too many units linked together.
I am unable to find the thread through searching, but I would imagine someone else must remember??
EDIT: I just did some testing.
Your Morph Units are setup like this
Base Tower(Tower Point)
Ultimate Tower
Marine Tower
Tank Tower
Thor Tower
BC Tower
Zergling
Infestor
Ultralisk
Brood Lord
Zealot
Immortal
Colossus
Carrier
I removed Ultimate tower, no morphs
Removed BC Tower Morph from Thor, no morph
Removed Thor Morph from Tank, no morph
Removed Tank Morph from Marine, I can now morph to Marine, Zealot, or Zergling(and continue upgrading the morph to next tower rank if you go Zealot or Zergling).
So bascially, you can only link 10 units together through morphs.
EDIT 2: To be sure, I removed Carrier and Broodlord aswell, re-added the Tank morph and also re-added the Ultimate Morph and everything works fine.
Conclusive, you can only link 10 units.
EDIT 3: Read below, conclusively you can only link 29 abilities total before it starts to mess up
Scroll up, look at the top menu bar(or whatever) of SC2Mapster, you will see
Maps | Assets | Teams | Authors | Forums | Wiki | Paste
Click on Wiki, scroll down to the data section, then you can click on Abilities, effects, behaviors, actors, etc etc. It will take you to a page and give you information on the fields and what they do specifically. Some things are still a mystery, however, but the basics are all there and you are bound to find an answer almost every time.
Haha, glad that's what you were looking for. Nearly everything in SC2 has flags, even effects and behaviors. So always check those out first and reference the wiki to know what they do.
There might be a way to get the Placement Model to show up even if you have Teleport selected and ready to cast at target point... not sure though.
If you go destroy/remake route, you won't be able to keep/maintain unit status on abilities. Not without triggers anyways.
Looks like you will have to go with a morph ability to make the building moveable/no footprint before you can teleport it if you want to keep status/cargo/hp intact.
Someone correct me if I am wrong, but isn't anything with a solid footprint/no movement, unmovable/not teleport capable??
You see burrowed Zerg and Sieged Siege Tanks unburrow/unsiege before moving into the center of the Mothership Vortex.
Basically, you would have to get the ability to execute the Teleport effect first, and then order it to use the Morph Placement ability at Teleport's Target Location?
Basically, create your Teleport ability that will act as your Placement ability(keep the Morph Placement ability hidden from the Command Card), which creates a Persisten Effect which causes the teleport and the order to "Morph Placement" at Teleport's Target Location.
Now, if your buildings are always stationary and do not have a mobile mode like Spore/Spine Crawlers do, your "Teleport" ability instead could Create a new duplicate Structure at the Target Point, while simultaneously "destroying" the current building. Just make it so it doesn't look like the building is destroyed/explodes, throw in a fancy effect, and that should work??
If you want the Phoenix Range upgrade to appear in the help menu thingy, you must have LibertyMulti dependency enabled. It is not a default upgrade that the campaign/story dependencies have. It was recently added to the game, thus only available if you have the multiplayer dependency.
As long as your unit is setup properly in the Units Tab (Tech Tree: Glossary X) fields, and your upgrade properly is linked to affect the unit, it should show up.
I just tested by loading up a melee dependency set, going in game and checking the panel, I could see the Anion Pulse-Crystal upgrades for the Phoenix. I went back to the editor, found the Anion Pulse-Crystal upgrade, switched the affected unit from Phoenix to Carrier, checked it in game and the upgrade now shows up for the Carrier in the glossary panel menu where as the Phoenix is shown to have no upgrade anymore.
Attached HyperSpace map to the first post. A semi-basic version of this youtube video -> HERE <-
Had to remake from scratch(lost the good version of the map, had an old version with 9 validators, it was not working properly and a complete mess), travels faster than in the video.
Only uses 2 validators now(WTF was I thinking way back when I made the ability, so overly complex for nothing)
Basic visuals(no shadows), you can add whatever you like yourself. Still has the portals, sound effects.
EDIT:: I forgot to set HyperSpace(Dummy) buff behavior to Flag : Hidden.
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Someone who remembers this can correct me if I am wrong or if this was patched in a recent version of the editor, but I believe you have too many units linked to each other.
I distinctly remember a thread about a similar problem, where 1 base unit can morph to several different units, and they all could morph to something else, like a big long chain. After a certain point(I don't remember how many morphs) you just couldn't morph the unit anymore. Too many units linked together.
I am unable to find the thread through searching, but I would imagine someone else must remember??
EDIT: I just did some testing.
Your Morph Units are setup like this
So bascially, you can only link 10 units together through morphs.
EDIT 2: To be sure, I removed Carrier and Broodlord aswell, re-added the Tank morph and also re-added the Ultimate Morph and everything works fine.
Conclusive, you can only link 10 units.EDIT 3: Read below, conclusively you can only link 29 abilities total before it starts to mess up
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........
Scroll up, look at the top menu bar(or whatever) of SC2Mapster, you will see
Maps | Assets | Teams | Authors | Forums | Wiki | Paste
Click on Wiki, scroll down to the data section, then you can click on Abilities, effects, behaviors, actors, etc etc. It will take you to a page and give you information on the fields and what they do specifically. Some things are still a mystery, however, but the basics are all there and you are bound to find an answer almost every time.
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@DarcZaFire: Go
Haha, glad that's what you were looking for. Nearly everything in SC2 has flags, even effects and behaviors. So always check those out first and reference the wiki to know what they do.
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Mothership + Ghost.
Vortex Nuke.
Beat that.
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Someone correct me if I am wrong, but isn't anything with a solid footprint/no movement, unmovable/not teleport capable??
You see burrowed Zerg and Sieged Siege Tanks unburrow/unsiege before moving into the center of the Mothership Vortex.
Basically, you would have to get the ability to execute the Teleport effect first, and then order it to use the Morph Placement ability at Teleport's Target Location?
Basically, create your Teleport ability that will act as your Placement ability(keep the Morph Placement ability hidden from the Command Card), which creates a Persisten Effect which causes the teleport and the order to "Morph Placement" at Teleport's Target Location.
Now, if your buildings are always stationary and do not have a mobile mode like Spore/Spine Crawlers do, your "Teleport" ability instead could Create a new duplicate Structure at the Target Point, while simultaneously "destroying" the current building. Just make it so it doesn't look like the building is destroyed/explodes, throw in a fancy effect, and that should work??
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@VindicatorDX: Go
A fix? That isn't a fix. That is EXACTLY how Blizzard does it for Siege Tanks in Siege Mode. This isn't a work around.
If Blizzard went and changed this, they would be breaking their own method and would have to re-implement this in a different way.
There is no need for an irrational fear of an upcoming fix for something that works 100% as intended.
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@NeoBahamutXZero: Go
Probably is, but I wouldn't know how to do it with triggers. I have zero knowledge when it comes to triggers.
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If you want the Phoenix Range upgrade to appear in the help menu thingy, you must have LibertyMulti dependency enabled. It is not a default upgrade that the campaign/story dependencies have. It was recently added to the game, thus only available if you have the multiplayer dependency.
As long as your unit is setup properly in the Units Tab (Tech Tree: Glossary X) fields, and your upgrade properly is linked to affect the unit, it should show up.
I just tested by loading up a melee dependency set, going in game and checking the panel, I could see the Anion Pulse-Crystal upgrades for the Phoenix. I went back to the editor, found the Anion Pulse-Crystal upgrade, switched the affected unit from Phoenix to Carrier, checked it in game and the upgrade now shows up for the Carrier in the glossary panel menu where as the Phoenix is shown to have no upgrade anymore.
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Perhaps you should give your Psi Storm ability a 360 Arc? Buildings cannot turn so the spell will never be cast if they cannot face the direction.
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@Kueken531: Go
The Preempt flag of Issue Order effects, places the issue order to #1 order in queue, no matter how many orders are queued up.
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@Kueken531: Go
It's too bad you cannot validate the AutoCast state, because it would be rather quite easy with just Data. :\
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@Rice87: Go
Or you could just copy/paste/duplicate your requirement and just change the Big Hero in each of them?