Duplicate a train command from a structure like a barracks, ie train marine, and simply change it as needed be. After add the ability to your constructors ability list and the command card afterwards.
Again, if you do not know how to do these things, you need to read a tutorial.
I know that you already figured it out, but wouldn't it be easier to just alter the "chance field" in the weapon damage effect so it only did damage on a percent base?
You don't necessarily need to add the behaviors to everything, if the buff is done properly, you just need one or two buffs that should cover everything on the map.
Although the previous posters are right, you cannot edit the game variants themselves, just chose from the options given. A buff might not be ideal.
I was looking at the validator types, and the ones if interest include "Unit Weapon Animating", "Unit Weapon Firing", and "Unit Weapon Plane". You can possibly use the weapon firing, but that might not be what you want, what are you trying to achieve?
I haven't looked much into the new AI system in SC2, but if one where to do this in a previous editor such as WCII, you would create a trigger to cast the ability. Something like:
Event- Every 1 second
Condition - if <unit> in <area> controlled by <player> has X amount of energy
Action- Cast <spell> in <area Z> (where area Z is the units current location)
Thats a very rough draft of what the trigger should look like. You might want to change the event pending on how your map functions and how your unit gains energy.
-On the structure the "Movement - Pathing Footprint - Placement" and "Movement - Pathing Footprint", the structure should be at least 1x1. (2x2 is normal)
-On the structure and builder, "Movement - Radius" and "Movement Separation Radius". Compare these values with other similar melee buildings and units to get an idea of what they should be.
-On the structure and builder, "Movement - Collide", to see what the unit can collide with. Again compare the values to other units.
0
@Delvianna: Go
Look at the image I attached, the placement footprint should not be zero. Also check that the radius is around 1.
0
@Delvianna: Go
You are referring to the placement size. 1x1 is ideal for a small tower. You can alter this on the unit itself.
0
@StatusQ3: Go
Duplicate a train command from a structure like a barracks, ie train marine, and simply change it as needed be. After add the ability to your constructors ability list and the command card afterwards.
Again, if you do not know how to do these things, you need to read a tutorial.
0
@BudSMoken: Go
If a units radius is small enough, it can walk through anything. Also consider the "push priority" of the unit.
0
@Bagofsheep: Go
I know that you already figured it out, but wouldn't it be easier to just alter the "chance field" in the weapon damage effect so it only did damage on a percent base?
0
@Vietman: Go
You can, if you wanted to go this far, reskin the model.
0
@BudSMoken: Go
It has something to do with the pathing radius of the units, as well as the push priority.
0
@StatusQ3: Go
This is very basic, you will need to read some tutorials on basic data editing.
0
@StragusMapster: Go
You don't necessarily need to add the behaviors to everything, if the buff is done properly, you just need one or two buffs that should cover everything on the map.
Although the previous posters are right, you cannot edit the game variants themselves, just chose from the options given. A buff might not be ideal.
0
@Nahotnoj: Go
If all else fails, trigger it.
0
@caspersc: Go
I was looking at the validator types, and the ones if interest include "Unit Weapon Animating", "Unit Weapon Firing", and "Unit Weapon Plane". You can possibly use the weapon firing, but that might not be what you want, what are you trying to achieve?
0
@yopeasants: Go
I haven't looked much into the new AI system in SC2, but if one where to do this in a previous editor such as WCII, you would create a trigger to cast the ability. Something like:
Event- Every 1 second
Condition - if <unit> in <area> controlled by <player> has X amount of energy
Action- Cast <spell> in <area Z> (where area Z is the units current location)
Thats a very rough draft of what the trigger should look like. You might want to change the event pending on how your map functions and how your unit gains energy.
0
@Marec7: Go
Try color tint instead of team color. Although the effect trigger you have seems a bit strange.
0
@Circulation: Go
You can probably use a trigger to change weapons when your buttons are clicked.
0
@TrenixPL: Go
Check these:
-On the structure the "Movement - Pathing Footprint - Placement" and "Movement - Pathing Footprint", the structure should be at least 1x1. (2x2 is normal)
-On the structure and builder, "Movement - Radius" and "Movement Separation Radius". Compare these values with other similar melee buildings and units to get an idea of what they should be.
-On the structure and builder, "Movement - Collide", to see what the unit can collide with. Again compare the values to other units.