1. Get the Create Unit effect to use a Search Area effect that uses an Issue Order effect to use the Harvest ability (similar to how the Mule does it). If the unit creating it has a Rally ability you can use a Modify Unit effect to get it to go to the rally.
2. You use a Launch Missile effect with no ammo unit specified. This uses the caster as the ammo unit and by having the Effect: Death Type set to none the unit is kept alive on impact.
Look how the colossus tree burner does it. Create your Region (Circle) actor using the behaviour on the caster and set the size to that of your aura. Use a Query Persistent actor event action to you the query.
1. Distance is how far the unit tries to hold itself from the host when moving (the angle also is a factor) and the leash is the distance that if the unit moves past while attacking or doing some other action it is forced to cancel what it is doing and return to the distance/angle position relative to the host. For example you can have an external arm magazine ability on a passive unit that makes a wall of zerglings around the unit which can each be selected and ordered to attack separate targets but they will all stop attacking if they move out the leash range and return to the distance.
2. You mean the Ability: Info - Manage field? Recall makes the ammo units if internal return to the host when the host changes target, Ignore makes them continue attacking the previous target and Destroy suicides the ammo units once the host is no longer attacking the target.
Flag wise Retarget means the ammo units automatically start attacking the unit in the scope of the Attack ability of the host if it selects a new target while the rest are pretty standard.
3. Under the Action actor use Attach Methods of the Pattern type. Read the recent data forum thread on the marauder for details.
4. You checked the requirements for the ability? Checked the unit has the ability and has it linked to the command card to the right ability command?
All I know is from looking at the debug menu from the allied commanders mod. You use a once off Hookup Standard Dialog Item action definition followed by setting a global variable to the last created dialog item and then in a separate trigger use a Set Dialog Item Text trigger action definition to do the final setting of the text.
Depends what you want to vary and on what level. For equal application to all players use game attributes while for stuff like race faction and hero selection use player attributes.
For starting resources try the Modify Player Property or Set Starting Resources For Player trigger action definitions.
Under the Map menu there are two options called Game Variants and Game Attributes which open up separate windows. The wiki explains what all the fields do.
Under triggers you then use Attribute Game Value and Attribute Player Value functions for Comparison conditions. This is usually part of a Switch or an If Then Else action used on game initialization and very rarely for abilities/unit creation.
For skins go to the Skins data type and mess around with the Replacements - EDSTR_FIELDNAME_SGameReplacement_ fields and use them via the Apply Player Skin trigger action definition.
0.963287671232877
1. Get the Create Unit effect to use a Search Area effect that uses an Issue Order effect to use the Harvest ability (similar to how the Mule does it). If the unit creating it has a Rally ability you can use a Modify Unit effect to get it to go to the rally.
2. You use a Launch Missile effect with no ammo unit specified. This uses the caster as the ammo unit and by having the Effect: Death Type set to none the unit is kept alive on impact.
0.963207029104887
1. Under the Combat: Launch Model field of the Action actor you set a Model type actor that uses a tint.
0.964147821290678
I now know enough about triggers that I might be able to give some advice.
1. Try swapping the model used by the actor and see if that changes it. Second look at the mover used by the unit. Check if the actor has any SOps.
2. Is the Turnable flag disabled?
0.965749578888265
Look how the colossus tree burner does it. Create your Region (Circle) actor using the behaviour on the caster and set the size to that of your aura. Use a Query Persistent actor event action to you the query.
0.961948249619483
Go to XML mode and look for the <CardLayouts> part and fix it manually. Use the SCV XML from the Liberty mod as a guide.
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1. Distance is how far the unit tries to hold itself from the host when moving (the angle also is a factor) and the leash is the distance that if the unit moves past while attacking or doing some other action it is forced to cancel what it is doing and return to the distance/angle position relative to the host. For example you can have an external arm magazine ability on a passive unit that makes a wall of zerglings around the unit which can each be selected and ordered to attack separate targets but they will all stop attacking if they move out the leash range and return to the distance.
2. You mean the Ability: Info - Manage field? Recall makes the ammo units if internal return to the host when the host changes target, Ignore makes them continue attacking the previous target and Destroy suicides the ammo units once the host is no longer attacking the target.
Flag wise Retarget means the ammo units automatically start attacking the unit in the scope of the Attack ability of the host if it selects a new target while the rest are pretty standard.
3. Under the Action actor use Attach Methods of the Pattern type. Read the recent data forum thread on the marauder for details.
4. You checked the requirements for the ability? Checked the unit has the ability and has it linked to the command card to the right ability command?
0.966024915062288
UI is not my specialty. Try asking https://www.sc2mapster.com/members/greythepirate.
All I know is from looking at the debug menu from the allied commanders mod. You use a once off Hookup Standard Dialog Item action definition followed by setting a global variable to the last created dialog item and then in a separate trigger use a Set Dialog Item Text trigger action definition to do the final setting of the text.
0.965909090909091
Depends what you want to vary and on what level. For equal application to all players use game attributes while for stuff like race faction and hero selection use player attributes.
For starting resources try the Modify Player Property or Set Starting Resources For Player trigger action definitions.
0.965947786606129
Under the Map menu there are two options called Game Variants and Game Attributes which open up separate windows. The wiki explains what all the fields do.
https://sc2mapster.gamepedia.com/Game_Attributes
https://sc2mapster.gamepedia.com/Game_Variants
Under triggers you then use Attribute Game Value and Attribute Player Value functions for Comparison conditions. This is usually part of a Switch or an If Then Else action used on game initialization and very rarely for abilities/unit creation.
For skins go to the Skins data type and mess around with the Replacements - EDSTR_FIELDNAME_SGameReplacement_ fields and use them via the Apply Player Skin trigger action definition.
0.966227819118489
How the beam persists is determined by the actor events for the Beam (Simple) actor.