3. Under the Animation: Baselines - Animation Properties field you specify the walk animation and the Animation: Walk Animation Movement Speed field sets how fast. Remember the spider mine has a bugged animation unless you are using the fixed model downloaded from this site.
4. You set the rotation under the Create Unit effect (Set Facing flag) or the abilities used to create them. You can also use a Modify Unit effect to adjust the facing (eg. Make Caster Facing Target Point).
5. Under the Units data type the Behavior: Resource Drop Off field.
Use a Behavior type ability that is levelled that uses Buff behaviours with a damage response with a % chance to work that reduces the damage on defender to 0%. The Combat: Damage Response - Modify Fraction field is the one you want.
3. For the data solution I mean both. You have a group of effects that are repeated for each segment and applied by the effect field of the previous Create Unit effect. Each segment creates a unit, applies a buff to it making the segment move towards the creator and applying a force to keep it close before getting the segment to create the next.
4. The Beam (Simple) type actor has Launch and Impact hosting fields. Could you give the specific actors you are looking at? So you checked the actor set under the Art: Beam field of the Action actor?
5. You would probably need to do like the hellion range increase and dynamically set the hosting reference based on a status that changes with each shot fired (like the marauder). Never tried it myself but it should work. Else destroy and create the site actor using a host alias on the model actors that will do the hosting.
1. Use a timer or model event with an Animation Set Paused/Animation Set Paused All actor event action.
2. Under actor events use Animation Set Time Scale.
3. Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face.
2. You are probably going to have to use ground unpathable for those areas. Missing In Action (a military term).
3. Under Weapon: Legacy Options are several associated flags and channelled weapons like the void ray often have a Create Persistent effect with the Channelled flag. Buffs can also be channelled. It basically means that the full attention of the unit is required to use the ability/weapon if channelled and it will stop being able to use anything else.
6. The Properties: Accepted Property Transfers field is what is given to attached models and Properties: Inherited Properties is what it gets from the host.
The medic heal beam is a channelled ability. You could do like a void ray and have a channelled weapon.
Medic heal is based off the medivac which has some rather funky actor events used for the Site actor.
Your entire problem is solved in the Actors data type. You need to get the Unit type actor for your medic to use an Animation Play actor event action to do the hand thing when it uses the weapon like marines use the attack animation. The beam is a Beam (Simple) type actor.
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3. Under the Animation: Baselines - Animation Properties field you specify the walk animation and the Animation: Walk Animation Movement Speed field sets how fast. Remember the spider mine has a bugged animation unless you are using the fixed model downloaded from this site.
4. You set the rotation under the Create Unit effect (Set Facing flag) or the abilities used to create them. You can also use a Modify Unit effect to adjust the facing (eg. Make Caster Facing Target Point).
5. Under the Units data type the Behavior: Resource Drop Off field.
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1. You mean the unit tab of the terrain editor? Try View>Show UI> Show Palette?
2. Probably in game only achievements.
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Use a Behavior type ability that is levelled that uses Buff behaviours with a damage response with a % chance to work that reduces the damage on defender to 0%. The Combat: Damage Response - Modify Fraction field is the one you want.
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Under the Units data type:
The Armor Formula for life, energy and shield
Revive Cost
Tactical AI Range
Tactical AI used
Hit Test Priority
Subgroup Priority
Revive Cost Per Level
Cost
Acceleration
Collision flags and radius
The Mover used
Turn Rate
energy and shield regeneration
Mass
Repair Time
Vision Height
UI Description (tooltip)
Random Names
UI Subtitle
the Unit: Effect on birth death create and revive
Idle Command
Loot
Under the Move ability:
Smart Priority
Follow Filters
Move Filters
Under the Attack ability:
Smart Priority
Supported Filters
Under the Morph abilities:
Cancel Unit
Default Button
Button Requirements
Command flags
everything in the Ability: Info array
UI Activity tooltip
That is not even starting with the weapon and actors.
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3. For the data solution I mean both. You have a group of effects that are repeated for each segment and applied by the effect field of the previous Create Unit effect. Each segment creates a unit, applies a buff to it making the segment move towards the creator and applying a force to keep it close before getting the segment to create the next.
4. The Beam (Simple) type actor has Launch and Impact hosting fields. Could you give the specific actors you are looking at? So you checked the actor set under the Art: Beam field of the Action actor?
5. You would probably need to do like the hellion range increase and dynamically set the hosting reference based on a status that changes with each shot fired (like the marauder). Never tried it myself but it should work. Else destroy and create the site actor using a host alias on the model actors that will do the hosting.
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Go to the data editor and look at all data types associated with the unit. Those with a ^ next to the field name can be upgraded.
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1. Use a timer or model event with an Animation Set Paused/Animation Set Paused All actor event action.
2. Under actor events use Animation Set Time Scale.
3. Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face.
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You have nothing set for the closing of the animation bracket.
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2. You are probably going to have to use ground unpathable for those areas. Missing In Action (a military term).
3. Under Weapon: Legacy Options are several associated flags and channelled weapons like the void ray often have a Create Persistent effect with the Channelled flag. Buffs can also be channelled. It basically means that the full attention of the unit is required to use the ability/weapon if channelled and it will stop being able to use anything else.
6. The Properties: Accepted Property Transfers field is what is given to attached models and Properties: Inherited Properties is what it gets from the host.
0.961232604373757
The medic heal beam is a channelled ability. You could do like a void ray and have a channelled weapon.
Medic heal is based off the medivac which has some rather funky actor events used for the Site actor.
Your entire problem is solved in the Actors data type. You need to get the Unit type actor for your medic to use an Animation Play actor event action to do the hand thing when it uses the weapon like marines use the attack animation. The beam is a Beam (Simple) type actor.