Apply force just moved the affected unit towards or away from a point in 2D based on the force and the mass of the unit (physics engine). The Launch Missile effect can specify the mover used using the Movement: Movers - Link field.
2. Use a For Each Integer action to go through each variable index so you cans set them. Under the UI layout you will see the buttons are manually named CommandButton00, CommandButton01 etc. under the name of the frame.
1. To move units you can either use Apply Force effects to slowly move them or Launch Missile effects with no ammo unit to launch the whole unit. The viper abduct uses two Launch Missile effects. The first is a tentacle that attaches to the target and the second launches the target back to the caster with the tentacle still being attached. With Apply Force effects you need to use a periodic effect of a buff or persistent to constantly move them. I have also heard that raising the unit off the ground slightly using the Unit: Modification - Height field of a buff also increases the max speed.
2. Modify Unit effects have the (None): Selection Transfer fields. Check the Phase Shift Select effect as an example.
The units have a buff applied on creation that periodically use a create persistent at their current point with an offset behind the unit that tells the next unit in the chain to move to the point. Use a single period with no delay. You use a point and not a unit for the target of the issue order effect because you want the enxt segment to move to where the previous one was and not where it currently is.
A setup where the head unit is the only one creating the persistent would also be possible but the start/stop could be tricky.
Validator wise use a combination of Unit Compare Speed and Unit Order Queue validators (using Move but speed 0 = turning). You can look at my LEGZ demo map to see a similar setup.
Yes you should specify a subject even if it is a system reference or alias found using the scope of an effect.
I would use the effect tree source effect used to create the unit.
Yes you would move the unit via an issue Order effect targeting the point of a Create Persistent effect and you would need to validate that the unit in front is moving for creation of the persistent.
1. The modified buttons are for positioning the command panel buttons used for the unit group that is shown for the calldown. You will notice that they have different anchoring and offsets compared to the command panel used in the lower right of the screen.
2. I am the wrong person to ask about that but I know you can set the hotkey for dialog items to you could have an integer array for the buttons allowing the bank to save the hotkeys.
3. Under the Buff type behaviour there is a field called Combat: Damage Response - Location which is either Attacker (unit attacked by the unit with the buff) or Defender (unit with the buff being attacked). Try the Combat: Damage Response - Fatal field.
4. Stops the unit being able to be used as a drop off for resources.
1. Use the Ability: Set ID field so that the abilities share a common link
2. Get the Effect: Effect - Initial field of the behaviour to use a Modify Unit effect to add the charges.
3. Get the explosion Search Area effect to use a Set effect that applies a Buff behaviour with a damage response on defender if fatal that uses a Modify Player effect on the caster while the second effect in the set is the Damage effect. You can set the damage response Combat: Damage Response - Require Effect Array field so that only the damage effect of the ability triggers the damage response.
4. Use a buff on the attacker with a damage response on attacker that applies a buff to the target unit with a damage response on defender when fatal that applies a third +max life buff stack to the caster.
0.957070707070707
Apply force just moved the affected unit towards or away from a point in 2D based on the force and the mass of the unit (physics engine). The Launch Missile effect can specify the mover used using the Movement: Movers - Link field.
0.956925675675676
2. Use a For Each Integer action to go through each variable index so you cans set them. Under the UI layout you will see the buttons are manually named CommandButton00, CommandButton01 etc. under the name of the frame.
3. Not sure but try the GameMenuDialog layout. You are familiar with the override method for default layouts? If not check this tutorial for an example: https://sc2mapster.gamepedia.com/Tutorials/Fixing_inventory_buttons
4. Use the Chat Message event. It is that simple.
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This only applies to button dialog items that can be made using UI but you would then need to link them to the normal game commands.
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1. To move units you can either use Apply Force effects to slowly move them or Launch Missile effects with no ammo unit to launch the whole unit. The viper abduct uses two Launch Missile effects. The first is a tentacle that attaches to the target and the second launches the target back to the caster with the tentacle still being attached. With Apply Force effects you need to use a periodic effect of a buff or persistent to constantly move them. I have also heard that raising the unit off the ground slightly using the Unit: Modification - Height field of a buff also increases the max speed.
2. Modify Unit effects have the (None): Selection Transfer fields. Check the Phase Shift Select effect as an example.
0.95772217428818
The units have a buff applied on creation that periodically use a create persistent at their current point with an offset behind the unit that tells the next unit in the chain to move to the point. Use a single period with no delay. You use a point and not a unit for the target of the issue order effect because you want the enxt segment to move to where the previous one was and not where it currently is.
A setup where the head unit is the only one creating the persistent would also be possible but the start/stop could be tricky.
Validator wise use a combination of Unit Compare Speed and Unit Order Queue validators (using Move but speed 0 = turning). You can look at my LEGZ demo map to see a similar setup.
0.958063121487246
Yes you should specify a subject even if it is a system reference or alias found using the scope of an effect.
I would use the effect tree source effect used to create the unit.
Yes you would move the unit via an issue Order effect targeting the point of a Create Persistent effect and you would need to validate that the unit in front is moving for creation of the persistent.
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1. The modified buttons are for positioning the command panel buttons used for the unit group that is shown for the calldown. You will notice that they have different anchoring and offsets compared to the command panel used in the lower right of the screen.
2. I am the wrong person to ask about that but I know you can set the hotkey for dialog items to you could have an integer array for the buttons allowing the bank to save the hotkeys.
0.957437472575691
3. Under the Buff type behaviour there is a field called Combat: Damage Response - Location which is either Attacker (unit attacked by the unit with the buff) or Defender (unit with the buff being attacked). Try the Combat: Damage Response - Fatal field.
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Just so you know to get the SOp window working you must have Combine Structure Values (Ctrl + Shift + N) view enabled.
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4. Stops the unit being able to be used as a drop off for resources.
1. Use the Ability: Set ID field so that the abilities share a common link
2. Get the Effect: Effect - Initial field of the behaviour to use a Modify Unit effect to add the charges.
3. Get the explosion Search Area effect to use a Set effect that applies a Buff behaviour with a damage response on defender if fatal that uses a Modify Player effect on the caster while the second effect in the set is the Damage effect. You can set the damage response Combat: Damage Response - Require Effect Array field so that only the damage effect of the ability triggers the damage response.
4. Use a buff on the attacker with a damage response on attacker that applies a buff to the target unit with a damage response on defender when fatal that applies a third +max life buff stack to the caster.