If adding the event directly to the portrait actor does not work then set the portrait up to use Signal events and your Unit actor to send the signal to the ::PortraitGameSelf system reference. Else do like Vikings and send the event action directly to that reference.
Your errors indicate the events for the Unit actor are not set up correctly. The errors are saying you are trying to create Unit actors without destroying the old one. This is probably caused by the Morph events having lost the sub name or the dupe having not used the correct ability.
The name changing indicates that your unit name is still using the same Text Key link as the original. This is a known problem when duping some units. You need to go to the name fields of each individual component and change the key
With problem 1 the delay if how long it takes to start to apply the specific properties of the unit being morphed into while the duration is the time period over which the properties of the second unit are applied. In your case the Facing fields of the Ability: Info - Sections - Durations field must be incorrectly set.
With problem 2 switch the order of the events around. Like triggers events are performed in sequential order. You are creating the new Unit type actor before destroying the old one. As only one unit actor can exist for any unit at a give time it is bugging out.
Under the train ability you need to set the Ability: Info - Location field to Rally so units spawn at the rally point. Then add to the Ability: Info - Effect field one of the Drop Train (Set) effects since those are already linked to all the necessary actors. The effect tree is usually a Set effect that applies the precursor buff and uses a Create Persistent effect that acts as a delay for the actors which are created when the persistent starts. When the persistent expires another Set effect is used to remove the precursor and use a Modify Unit effect to get the unit to move to the rally point.
Using Doodad and Model type actors you can create skyboxes that can be tinted, texture swapped and respond to signals. This allows for an even greater variety of backgrounds for space platform maps. Go crazy and make a skybox that looks truly alien.
0.961672473867596
Ability: Target Filters field.
The co-op nydus network actually cheats using triggers. It creates two units one owned by each player but only visible to the owning player.
1.6423662960611
Use an Issue Order effect to order the spawned unit to attack the target of the weapon.
0.962962962962963
If adding the event directly to the portrait actor does not work then set the portrait up to use Signal events and your Unit actor to send the signal to the ::PortraitGameSelf system reference. Else do like Vikings and send the event action directly to that reference.
https://www.sc2mapster.com/forums/development/data/162956-solved-can-we-change-portrait-per-unit
0.963503649635037
Your errors indicate the events for the Unit actor are not set up correctly. The errors are saying you are trying to create Unit actors without destroying the old one. This is probably caused by the Morph events having lost the sub name or the dupe having not used the correct ability.
The name changing indicates that your unit name is still using the same Text Key link as the original. This is a known problem when duping some units. You need to go to the name fields of each individual component and change the key
0.963235294117647
With problem 1 the delay if how long it takes to start to apply the specific properties of the unit being morphed into while the duration is the time period over which the properties of the second unit are applied. In your case the Facing fields of the Ability: Info - Sections - Durations field must be incorrectly set.
With problem 2 switch the order of the events around. Like triggers events are performed in sequential order. You are creating the new Unit type actor before destroying the old one. As only one unit actor can exist for any unit at a give time it is bugging out.
0.962605548854041
I found joy in the editor and never looked back.
0.961791831357049
Under the train ability you need to set the Ability: Info - Location field to Rally so units spawn at the rally point. Then add to the Ability: Info - Effect field one of the Drop Train (Set) effects since those are already linked to all the necessary actors. The effect tree is usually a Set effect that applies the precursor buff and uses a Create Persistent effect that acts as a delay for the actors which are created when the persistent starts. When the persistent expires another Set effect is used to remove the precursor and use a Modify Unit effect to get the unit to move to the rally point.
0.960651289009498
Oops got mixed up with hellion.
Use a SOp (Explicit Rotation) under the action actor launch site SOps.
0.962190352020861
Monthly Data Excercise #28 - Alien Skies
Using Doodad and Model type actors you can create skyboxes that can be tinted, texture swapped and respond to signals. This allows for an even greater variety of backgrounds for space platform maps. Go crazy and make a skybox that looks truly alien.
For a tutorial on how to make custom skyboxes: https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
0.960893854748603
You did not force the launch site.