Using the ::Last Created reference in the target for an actor event action directly after creating it you could force it to use a reference dump actor event action to find most of the information.
I have found the char clouds is a good noise map. Also for diffuse the sludge and acid death textures look nice. Glad someone finally made a video of how it is done. Although it has been common knowledge for a long time.
Create a Model type actor and set the Hosting: Host - Subject to the actor you want to attach to and then set the Hosting: Hosted Attachments - Host Site Operations - Operations field to use a Site Operation (Attachment) SOp actor (origin is good). You then need to get the new actor created using a Create actor event on either the actor itself or the actor it is hosted on.
With triggers you can mod the damage amounts taken and probably use unit custom values instead. Could even link it up to a custom UI layout to show the different stat bars.
Is the unit to upgrade specified under the upgrade?
Check what animation names the unit has under the cutscene editor and then change the actor events on the Unit type actor to see that they match the animation names. Alternatively use a Passchance term to get it to use a random animation whose name you specified to play for that event.
Check the complete hero tutorial by OneTwoSC for how to make hero skills that level.
So once off mineral boost? Modify player effects can modify the amount of minerals a player has so you could just use a Specialization type ability that uses a Set effect that applies the Modify Player effect and uses an Apply Behavior effect to add a buff stack to regulate how often you can use it.
Units morphed from other units count the abilities of all units that can possibly be morphed into towards the cap. This means if you have a unit that can morph into 4 units each with 8 abilities that counts as 36/64 abilities. This is a common issue for TDs where morphing tends to be used heavily. One method to break the cycle is to destroy the unit on morph completion to a dummy unit and then use a create unit effect to replace it. Alternatively use a trigger based system to replace units.
Thank you for finally making a tutorial for that commonly asked question. You do not however have to change the ID of the race since the attribute ID is the only value looked at by the assets. Also anything after the = can be any imported file path as seen from the cutscene editor/import manager.
0.950374866119243
Using the ::Last Created reference in the target for an actor event action directly after creating it you could force it to use a reference dump actor event action to find most of the information.
0.950588235294118
I have found the char clouds is a good noise map. Also for diffuse the sludge and acid death textures look nice. Glad someone finally made a video of how it is done. Although it has been common knowledge for a long time.
The demo map has been available since 2011:
https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497485
0.961706373955345
Attach a HitTestSphere model as a Model type actor as an attachment. Some models just lack the properties to be selected.
0.952672925847864
Create a Model type actor and set the Hosting: Host - Subject to the actor you want to attach to and then set the Hosting: Hosted Attachments - Host Site Operations - Operations field to use a Site Operation (Attachment) SOp actor (origin is good). You then need to get the new actor created using a Create actor event on either the actor itself or the actor it is hosted on.
0.950786195629977
With triggers you can mod the damage amounts taken and probably use unit custom values instead. Could even link it up to a custom UI layout to show the different stat bars.
0.947684391080618
Is the unit to upgrade specified under the upgrade?
Check what animation names the unit has under the cutscene editor and then change the actor events on the Unit type actor to see that they match the animation names. Alternatively use a Passchance term to get it to use a random animation whose name you specified to play for that event.
Check the complete hero tutorial by OneTwoSC for how to make hero skills that level.
0.947869446962828
So once off mineral boost? Modify player effects can modify the amount of minerals a player has so you could just use a Specialization type ability that uses a Set effect that applies the Modify Player effect and uses an Apply Behavior effect to add a buff stack to regulate how often you can use it.
0.946027333796618
Units morphed from other units count the abilities of all units that can possibly be morphed into towards the cap. This means if you have a unit that can morph into 4 units each with 8 abilities that counts as 36/64 abilities. This is a common issue for TDs where morphing tends to be used heavily. One method to break the cycle is to destroy the unit on morph completion to a dummy unit and then use a create unit effect to replace it. Alternatively use a trigger based system to replace units.
0.940761280564658
Use the No Auto Rotate editor flag under the Doodad type actor.
0.940589116325512
Thank you for finally making a tutorial for that commonly asked question. You do not however have to change the ID of the race since the attribute ID is the only value looked at by the assets. Also anything after the = can be any imported file path as seen from the cutscene editor/import manager.