1. Under the Action actor the Combat: Launch Site Ops - Operations field. Just use a SOp(Attachment) SOp.
2. Creep is not owned by any player. You would have to use Ennumerate Area validators under the Build ability to check for proximity to any creep sources.
3. Use an Issue Order action for the Last Created Unit.
4. Those usually use triggers and the Cameras data type. They usually set the position of the camera to the unit and the target based on the angle the unit is facing (give or take an offset). Under the data aspects the camera has some smoothing for movement added. Try this as a starting point: https://www.sc2mapster.com/forums/development/triggers/150239-first-person-camera
5. Aliases are a user defined string used to identify groups of units as equivalent for requirements. You set them under the Tech Tree: Tech Alias field of the Units data type. A good example of application is the Alias_Hatchery alias of the hive, hatchery and lair units used by the Have hatchery requirement.
Those missiles make the Launch Missile effect target a point and then use a Search Area effect or Damage effect with splash to find the target units. The cursor is usually a Splat type actor similar to the AOE cursors like psi storm except set to be seen by all players.
1. Try the UI: Hotkey field under the Buttons data type. This is probably because they share a copied hotkey alias also under the buttons data type so like ability cooldown links they are sharing a hotkey.
There are some actor events such as Unit Movement Update but I found you often have to combine them with validators,
Look at the WoL dark zealots. Under the Unit actor they have two actor events. When the upgrade is completed they use the Model Swap action but also have one on Actor Creation that has a Validate Player term which uses a Player Requirement type validator that uses a Requirement.
If it needs different animations use a Validate Unit term and dupe all walking associated actor events.
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Probably best to import the units one at a time if you want some campaign aspects and not others.
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1. Under the Action actor the Combat: Launch Site Ops - Operations field. Just use a SOp(Attachment) SOp.
2. Creep is not owned by any player. You would have to use Ennumerate Area validators under the Build ability to check for proximity to any creep sources.
3. Use an Issue Order action for the Last Created Unit.
4. Those usually use triggers and the Cameras data type. They usually set the position of the camera to the unit and the target based on the angle the unit is facing (give or take an offset). Under the data aspects the camera has some smoothing for movement added. Try this as a starting point: https://www.sc2mapster.com/forums/development/triggers/150239-first-person-camera
5. Aliases are a user defined string used to identify groups of units as equivalent for requirements. You set them under the Tech Tree: Tech Alias field of the Units data type. A good example of application is the Alias_Hatchery alias of the hive, hatchery and lair units used by the Have hatchery requirement.
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Go to the Models data type and make a new model and select that variation. Then change the model used by the actor.
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Maybe your Train ability used to create the units has a cost to use set under the Ability: Info - Technology Resource Cost field.
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You mean change the terrain textures? Best I can think of is create Splat and State Monitor actors that create models with the visual.
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Those missiles make the Launch Missile effect target a point and then use a Search Area effect or Damage effect with splash to find the target units. The cursor is usually a Splat type actor similar to the AOE cursors like psi storm except set to be seen by all players.
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1. Try the UI: Hotkey field under the Buttons data type. This is probably because they share a copied hotkey alias also under the buttons data type so like ability cooldown links they are sharing a hotkey.
There are some actor events such as Unit Movement Update but I found you often have to combine them with validators,
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Probably your copied ability had a shared effect used for the actor creation.
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https://www.sc2mapster.com/forums/development/ui-development/165461-swapping-race-ui
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Look at the WoL dark zealots. Under the Unit actor they have two actor events. When the upgrade is completed they use the Model Swap action but also have one on Actor Creation that has a Validate Player term which uses a Player Requirement type validator that uses a Requirement.
If it needs different animations use a Validate Unit term and dupe all walking associated actor events.