3. You cannot modify the type of dropoff using behaviours. The Modify Player effect cannot modify that field so you will need to resort to a morph based solution.
4. Behaviours can supress it but that is a boolean on or off.
You hookup the UI then you can change the texture used for the Image UI element for specific players.
You should be able to edit the XML directly in the UI editor. Otherwise save the map as a SC2Component folder and use Notepad++ or something similar.
2. If you Right click the list of layouts you should just be able to select Add layout and name it. The rest can be done using Notepad++.
3. You can show/hide specific dialogs for specific players. The console UI will be tricky but with the resource panel you just hook it up and then you can use the Set Dialog Item Image trigger action for specific players. The console panel models are automatically set based on the import file path https://sc2mapster.gamepedia.com/UI/Referencing gives some clues as to how to do it. You can also create a .txt file called Assets under the GameData folder of a SC2Component folder and use that to reroute textures for different races (eg. UI/ConsoleModelCommandPanel_Terr=Assets\UI\Console\Terran\ConsoleTerran\ConsoleTerran_02.m3). You can then link specific UIs to dummy races and set them based on the selected faction. Whole screen cutscenes could also work.
4.1. seems the default image is not being removed which indicates the individual buttons are not being hooked up correctly.
4.2. The buttons shown in the command panel are set based on the command card of the caster unit added to the group. The number and positioning is determined by the UI layout.
4.3. Again set by the anchors of the UI layout.
4.4. They did show up as can be seen by the hotkey letters just the image is not being shown. Again this indicates the hide animation for the EmptyImages of the UI layout are not working correctly. The lower Stukov buttons are showing because they are using unmodified command panel buttons.
You need to modify the ResourcePanel frame used by the GameUI layout like done for the inventory ability in the tutorial on the wiki (https://sc2mapster.gamepedia.com/Tutorials/Fixing_inventory_buttons) and then hookup the Image frames under the ResourcePanel layout ResourceFrame frame that is part of the GameUI layout.
So you are using a Revive type ability and are using it via an Issue Order effect based on the findings of your search?
Otherwise set the Effect: Type Fallback Unit - Value field of your Create Unit effect to the target. Remember to remove the corpses using a Damage type effect afterwards.
Worst case you could use XML for the morph directly.
Impossible the campaign function to launch other maps is single player only. The only work arounds are scaling stuff very small and having a large map with segments representing the different fields of play limited by the map bounds set by triggers like the bonus WOL mission or doing like Delphinium did and using triggers to completely rescuplt the terrain based on stored variables.
You mean have an Effect - Target ability that uses a placement footprint (Place Unit field) that orders the unit to the target point and then uses a Buff behaviour to use an Issue Order effect for the other ability when the Location Range validator returns true. There is also the Placement Location type of validator.
With hosting if the host is not implicit you need to specify an effect whose scope is used to act as a frame of reference for finding the actor (similar to the effect fields above the value fields for effects). With your beam for finding the actor to be hosted on for the impact and launch you have it set to actor find using the caster and target of an effect which you have not specified. Use the void ray attack beam as an example of how a simple beam should be set hosting wise.
It is specifically the spider mine model and not the widow mine.
I assume you are detecting the walk through a Unit Order Queue validator the unit having an order to use the Move ability which you are then using for your behaviour. Rather use actor creation for the application of the animation bracket. There is the Unit Movement Update actor event that you could use for a Status Set action that the term for the other actor event then validates.
3. You are using a _Unit alias for the host of the launch site of your beam so unless your attached actors also have that alias it will default to the unit actor. You are also using scopes without an effect to act a reference.
1. Town hall flag is able to be used by triggers for AI and for filter recognition. It was added after the penalty reveal. You want the Prevent Defeat, Prevent Destroy and Prevent Reveal flags.
2/3. Unfortunately I have never messed with sounds so my knowledge is limited. The Download flag means the sound asset is preloaded into the memory while Stream means the sound will be included if streaming.
0.960828455650608
1.2. What about the aliases?
3. You cannot modify the type of dropoff using behaviours. The Modify Player effect cannot modify that field so you will need to resort to a morph based solution.
4. Behaviours can supress it but that is a boolean on or off.
0.960730593607306
1.1. Check your unit select and unit subgroup aliases under the Units data type.
1.2. What is the Unit Subgroup Priority set to? Is the Worker flag enabled?
2. Have a Buff behaviour that pushes units apart using an Apply Force effect?
0.960883571099862
You hookup the UI then you can change the texture used for the Image UI element for specific players.
You should be able to edit the XML directly in the UI editor. Otherwise save the map as a SC2Component folder and use Notepad++ or something similar.
2. If you Right click the list of layouts you should just be able to select Add layout and name it. The rest can be done using Notepad++.
3. You can show/hide specific dialogs for specific players. The console UI will be tricky but with the resource panel you just hook it up and then you can use the Set Dialog Item Image trigger action for specific players. The console panel models are automatically set based on the import file path https://sc2mapster.gamepedia.com/UI/Referencing gives some clues as to how to do it. You can also create a .txt file called Assets under the GameData folder of a SC2Component folder and use that to reroute textures for different races (eg. UI/ConsoleModelCommandPanel_Terr=Assets\UI\Console\Terran\ConsoleTerran\ConsoleTerran_02.m3). You can then link specific UIs to dummy races and set them based on the selected faction. Whole screen cutscenes could also work.
4.1. seems the default image is not being removed which indicates the individual buttons are not being hooked up correctly.
4.2. The buttons shown in the command panel are set based on the command card of the caster unit added to the group. The number and positioning is determined by the UI layout.
4.3. Again set by the anchors of the UI layout.
4.4. They did show up as can be seen by the hotkey letters just the image is not being shown. Again this indicates the hide animation for the EmptyImages of the UI layout are not working correctly. The lower Stukov buttons are showing because they are using unmodified command panel buttons.
0.960702727693019
You need to modify the ResourcePanel frame used by the GameUI layout like done for the inventory ability in the tutorial on the wiki (https://sc2mapster.gamepedia.com/Tutorials/Fixing_inventory_buttons) and then hookup the Image frames under the ResourcePanel layout ResourceFrame frame that is part of the GameUI layout.
My brother made a demo map: https://www.sc2mapster.com/forums/development/data/158163-how-to-change-resource-icon#7
0.960593416782568
So you are using a Revive type ability and are using it via an Issue Order effect based on the findings of your search?
Otherwise set the Effect: Type Fallback Unit - Value field of your Create Unit effect to the target. Remember to remove the corpses using a Damage type effect afterwards.
0.960747663551402
Worst case you could use XML for the morph directly.
Impossible the campaign function to launch other maps is single player only. The only work arounds are scaling stuff very small and having a large map with segments representing the different fields of play limited by the map bounds set by triggers like the bonus WOL mission or doing like Delphinium did and using triggers to completely rescuplt the terrain based on stored variables.
0.96142991533396
You mean have an Effect - Target ability that uses a placement footprint (Place Unit field) that orders the unit to the target point and then uses a Buff behaviour to use an Issue Order effect for the other ability when the Location Range validator returns true. There is also the Placement Location type of validator.
0.961393596986817
With hosting if the host is not implicit you need to specify an effect whose scope is used to act as a frame of reference for finding the actor (similar to the effect fields above the value fields for effects). With your beam for finding the actor to be hosted on for the impact and launch you have it set to actor find using the caster and target of an effect which you have not specified. Use the void ray attack beam as an example of how a simple beam should be set hosting wise.
It is specifically the spider mine model and not the widow mine.
I assume you are detecting the walk through a Unit Order Queue validator the unit having an order to use the Move ability which you are then using for your behaviour. Rather use actor creation for the application of the animation bracket. There is the Unit Movement Update actor event that you could use for a Status Set action that the term for the other actor event then validates.
0.961357210179076
3. You are using a _Unit alias for the host of the launch site of your beam so unless your attached actors also have that alias it will default to the unit actor. You are also using scopes without an effect to act a reference.
0.962786259541985
1. Town hall flag is able to be used by triggers for AI and for filter recognition. It was added after the penalty reveal. You want the Prevent Defeat, Prevent Destroy and Prevent Reveal flags.
2/3. Unfortunately I have never messed with sounds so my knowledge is limited. The Download flag means the sound asset is preloaded into the memory while Stream means the sound will be included if streaming.