The problem is that the supply depot already morphs normally when you lower it, and this second morph ability requires more actor events. You're going to have to go through the actor events in all 4 versions of the supply depot (1st tier raised and lowered, and 2nd tier raised and lowered) and add terms to each of the morph events to make sure that each actor knows which morph event is being used. Right now, it doesn't know which is being used, so it assumes BOTH morphs are being used at the same time, creating multiple actors.
Once again, I have said exactly what I didn't mean to say because I was in a hurry. DrSuperEvil said clearly what I meant to say and didn't. You do not need a Search Effect, as there is an search area option in the damage effect. Thank you for correcting.
If you are using an effect for your teleport, then you can simply exclude the item type from the effect. However, I don't know of a way to do this using just terrain.
Question 1: "Splash Damage" is just a damage type for classification purposes. It doesn't splash automatically. You can make a melee attack use splash damage for it's damage type if you wanted. If you want damage to splash to surrounding units, you must create a search effect at the point of impact to damage all units in a range.
Question 2: Do you mean, how do you change the textures on a unit? If so, take a look at this tutorial. It's a perfect guide to how to change textures on the fly.
These are the events I copied from the snipe ability to make my "super snipe" ability work. They are in the main unit actor, in this case for my "black ops" unit. Just replace the "supersnipe" ability with the snipe ability or whatever you've called it.
0
@ST4RKiLL3R: Go
Did you remove the morph events for raising/lowering from both the supply depot (raised) and supply depot (lowered) actors?
0
@CrazyTwigman: Go
You don't need a new behavior. You just need to give it vision range 12 or whatever. It's an option on the unit itself.
0
@ST4RKiLL3R: Go
The problem is that the supply depot already morphs normally when you lower it, and this second morph ability requires more actor events. You're going to have to go through the actor events in all 4 versions of the supply depot (1st tier raised and lowered, and 2nd tier raised and lowered) and add terms to each of the morph events to make sure that each actor knows which morph event is being used. Right now, it doesn't know which is being used, so it assumes BOTH morphs are being used at the same time, creating multiple actors.
Hope that makes sense....
0
@Daara87: Go
Thanks very much. I wasn't looking forward to doing this for some of my heroes.
0
@jcraigk: Go
How about re-skinning a splat? You can re-texture on the fly using this tutorial, and then place the splat using triggers or whatever.
0
@CrazyTwigman: Go
I'm not sure what you mean. Do you mean choose which player slot? If so, AFAIK there is no way to change this outside the lobby.
0
@Dresnia: Go
I assume so....
0
Nothing. Not worth your time. Don't bother.
0
@DrSuperEvil: Go
Once again, I have said exactly what I didn't mean to say because I was in a hurry. DrSuperEvil said clearly what I meant to say and didn't. You do not need a Search Effect, as there is an search area option in the damage effect. Thank you for correcting.
0
@Demonicus2009: Go
If you are using an effect for your teleport, then you can simply exclude the item type from the effect. However, I don't know of a way to do this using just terrain.
0
@zeldarules28: Go
Ah. Silly me. Fell into the TL;DR trap. Apologies.
0
@littlefury916: Go
0
@Demonicus2009: Go
These are the events I copied from the snipe ability to make my "super snipe" ability work. They are in the main unit actor, in this case for my "black ops" unit. Just replace the "supersnipe" ability with the snipe ability or whatever you've called it.
0
@zeldarules28: Go
Portal 2. Without a doubt.
On another note, 100th post. Woot!
0
@LosTacos: Go
This is fantastic. Thank you so much!