If you're linking multiple effects to one ability, that would do it, as the array of effects indicates that the ability has levels (an ability can only truly have one effect if it is an effect-based ability).
First of all: I don't know if the trigger works correctly, but just for the sake of cleanliness, you should probably replace the "Last Created Unit" sections of the "Create Cargo Units" actions with the Spawn Transport variable that you created.
Secondly, I would recommend getting the units inside the cargo hold as a unit group by using the "Cargo Units in Transport" Unit Group function.
Thirdly, if you want to order the transport to unload the units, then, well, just issue the order to unload the units using the "Issue Order" action.
I'd be glad to answer any further questions you have, and I hope this helps.
The best way I can think of to do this is to use triggers to make the cannons attack (and remove it from the command card, presumably). Unfortunately, this leaves the player who owns the cannons unable to control which units are attacked (as the targets are designated by triggers). If you're willing to try, however, you might be able to instead validate the attack by checking for dummy behaviors placed on units entering the different regions.
The general consensus that was reached after I had a similar problem with this was that it had to do with the fact that submenu buttons only appear when the abilties in the command card page they link to can be used correctly. In my case, I didn't do anything wrong at all (complete copy of a build ability, but made from scratch), but it just didn't work. Duplicating an existing Build ability and modifying fields from there solved the problem for me.
tl;dr: Either there's something wrong with your build ability or you made it from scratch and it just doesn't work (due to a bug).
You'll probably want to do that just by saving it to a local variable of the correct data type; as for actually using the catalog functions, I'm not very experienced, but I'd guess it's something like "Catalog Field Value Get". Here's the API page for that function: Catalog Field Value Get.
The whole typing-the-catalog-lookup-into-the-string thing isn't going to work out. What you'll want to do is look up the catalog value, convert it to a string (via convert integer to string), and then add the strings together.
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Hold Fire is an ability that the ghost/spectre has. You're ordering the zealot to do something that he can't, which is why it doesn't do anything.
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If you're linking multiple effects to one ability, that would do it, as the array of effects indicates that the ability has levels (an ability can only truly have one effect if it is an effect-based ability).
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Nope.
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@ChromiumBoy: Go
If the cannons are owned by the same person, LoS-blockers won't do anything.
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First of all: I don't know if the trigger works correctly, but just for the sake of cleanliness, you should probably replace the "Last Created Unit" sections of the "Create Cargo Units" actions with the Spawn Transport variable that you created.
Secondly, I would recommend getting the units inside the cargo hold as a unit group by using the "Cargo Units in Transport" Unit Group function.
Thirdly, if you want to order the transport to unload the units, then, well, just issue the order to unload the units using the "Issue Order" action.
I'd be glad to answer any further questions you have, and I hope this helps.
-Vulfe
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The best way I can think of to do this is to use triggers to make the cannons attack (and remove it from the command card, presumably). Unfortunately, this leaves the player who owns the cannons unable to control which units are attacked (as the targets are designated by triggers). If you're willing to try, however, you might be able to instead validate the attack by checking for dummy behaviors placed on units entering the different regions.
That's all I've got, but I hope it helps
-Vulfe
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@Molsterr: Go
Maybe you should read up on the starcraft lore; Kerrigan is not controlled by the zerg - it's basically the other way around.
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I think most people have been creating/destroying pathing blockers to do this.
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This means that you'll have to use an existing attachment point and operate on it like Riley is saying.
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The general consensus that was reached after I had a similar problem with this was that it had to do with the fact that submenu buttons only appear when the abilties in the command card page they link to can be used correctly. In my case, I didn't do anything wrong at all (complete copy of a build ability, but made from scratch), but it just didn't work. Duplicating an existing Build ability and modifying fields from there solved the problem for me.
tl;dr: Either there's something wrong with your build ability or you made it from scratch and it just doesn't work (due to a bug).
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You'll probably want to do that just by saving it to a local variable of the correct data type; as for actually using the catalog functions, I'm not very experienced, but I'd guess it's something like "Catalog Field Value Get". Here's the API page for that function: Catalog Field Value Get.
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The whole typing-the-catalog-lookup-into-the-string thing isn't going to work out. What you'll want to do is look up the catalog value, convert it to a string (via convert integer to string), and then add the strings together.
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Damage is dealt through damage effects (Effects) that are attached to the weapons in an extremely obvious data field.
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I know this isn't a very comprehensive answer, but you could try overlaying the images of UI button borders and see if that does what you need.
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It would be easier to prescribe a solution if you were more clear about what exactly you're doing.