These ideas are a bit rough from the top of my head, but they are suggestions nonetheless.
For the vampiric aura, the easiest way, not sure if it's the most elegant, would be to trigger it, and just give the unit a passive button. Something like, when <unit type> attacks, and has <specific ability> give unit % hp based on damage dealt, then create some particle effect of some description to make it realistic.
(Also as I was just looking over the data editor there is a Effect - Leach Fraction field in the damage effect of weapons. This might be another option to look into).
The critical strike, I might create a secondary weapon damage effect and have that damage effect have a small chance to hit corresponding with the amount of damage you want the crit to do. (There is a field for hit chance).
The evasion, can't think of anything at the moment, but i'll get back to you on that...
As for the AMS, I would possibly use the sentry guardian shield as a base and simply alter the behavior to something else that is given to the effected units, i'm sure there is an effect you can use that will give units the immunity you are looking for. If not, give them a behavior that will give them an additional attribute in which your spell you have can't hit, something like structure, or w/e.
Coming from a WC3 editor background myself, the ideas may seem a bit complex compared to what the newer SC2 editor has to offer, and i'm sure someone else might come up with more efficient ideas. But in any case, I hope my suggestions helped.
I believe there is a flag you have to check off in the data editor, something along the lines of 'commendable'. You should find this on the unit itself.
Creating weapons requires allot more than copying one. There are other things such as the weapon model missile which you have to create separately which is not copied. My best suggestion would be to create a weapon from scratch so you can understand the process. Copying a weapon most of the time gets ugly unless you have had experience doing it several times already.
Here a short tutorial to create a ghost, that can use the nuke ability instantly. First off start removing the requirements of the nuke as described above. Then go to the "Ghost - Nuclear Strike" abiltiy. There you have to change the fields "Effect - Calldown Effect" to (None), "Effect - Effect" to "Ghost - Nuke (Persistent)". Now go to Effects and search for "Ghost - Nuke (Persistent)" and change "Effect - Effect - Final" to (None). If you dont do this your Ghost will commit suicide right after the nuke detonates. At last delete the "Effect.nukeP.Start" in the "Ghost Nuke Launch" actor, to avoid launching the nuke at the position of the ghost. I think the problem is the Ghost - Nuke (Calldown) effect, which requires a nuke to be built and is therefore always linked to the "Ghost Academy - Arm Magazine (Nuke)".
You can probably trigger something to disable the ability when the pathing is not available. As for the data editor, you might be able to do this if the pathing changes itself to a different type, such as creep, this can always be customized of course. I'm thinking triggering this would be simpler.
My suggestion would be to compare what you are trying to do to a chess style map. I'm sure there are some on WCIII and possibly SC2 maps that are available for viewing.
As an event action, try to set the facing or placement in the manner you think would fit. I might use on unit birth or something like that as a even trigger, but thats just a guess. (sorry i'm tired right now)
There are units that already use this, such as the broodlord and it's escorts. Just check the event used for that unit and you should be able to replicate it easily.
(Also note that the turrets used in the turret tutorial that are on these forums also use what you are trying to achieve, thats also something you might want to glance at for reference).
What I have concluded after going through most of the data editor is that we are still lacking the ability to create new things as such, although you might be able to edit them through the text editor if you can find where attributes are.
An event is the same thing as a trigger, just built into the unit or whatever it is the event is attached to. A trigger would be more ideal for this. What are you trying to do?
I'm not sure exactly what you where casting it on, but I tested your map, casted the spell on a drone and the color changed to red, which is the default for player 1, from blue.
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@PatchOne: Go
These ideas are a bit rough from the top of my head, but they are suggestions nonetheless.
For the vampiric aura, the easiest way, not sure if it's the most elegant, would be to trigger it, and just give the unit a passive button. Something like, when <unit type> attacks, and has <specific ability> give unit % hp based on damage dealt, then create some particle effect of some description to make it realistic.
(Also as I was just looking over the data editor there is a Effect - Leach Fraction field in the damage effect of weapons. This might be another option to look into).
The critical strike, I might create a secondary weapon damage effect and have that damage effect have a small chance to hit corresponding with the amount of damage you want the crit to do. (There is a field for hit chance).
The evasion, can't think of anything at the moment, but i'll get back to you on that...
As for the AMS, I would possibly use the sentry guardian shield as a base and simply alter the behavior to something else that is given to the effected units, i'm sure there is an effect you can use that will give units the immunity you are looking for. If not, give them a behavior that will give them an additional attribute in which your spell you have can't hit, something like structure, or w/e.
Coming from a WC3 editor background myself, the ideas may seem a bit complex compared to what the newer SC2 editor has to offer, and i'm sure someone else might come up with more efficient ideas. But in any case, I hope my suggestions helped.
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@felixed: Go
I believe there is a flag you have to check off in the data editor, something along the lines of 'commendable'. You should find this on the unit itself.
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@magellen95: Go
The combination of these two tutorials should point you in the right direction:
http://starcraft.incgamers.com/forums/showthread.php?t=3806
http://starcraft.incgamers.com/forums/showthread.php?t=3861
If you still need help after looking at those let me know.
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@magellen95: Go
Creating weapons requires allot more than copying one. There are other things such as the weapon model missile which you have to create separately which is not copied. My best suggestion would be to create a weapon from scratch so you can understand the process. Copying a weapon most of the time gets ugly unless you have had experience doing it several times already.
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@AimSC: Go I found another thread via the handy dandy search box.
You can find the original article here: http://forums.sc2mapster.com/development/map-development/1332-removing-nuke-requirements/
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@AimSC: Go
Why don't you leave the call-down, set the cast to something short like 0.5 seconds, and from there, just add a CD to the ability.
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@Angel0fDarkness: Go
You can probably trigger something to disable the ability when the pathing is not available. As for the data editor, you might be able to do this if the pathing changes itself to a different type, such as creep, this can always be customized of course. I'm thinking triggering this would be simpler.
My suggestion would be to compare what you are trying to do to a chess style map. I'm sure there are some on WCIII and possibly SC2 maps that are available for viewing.
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@Jinxxx123: Go
The easiest thing to do is duplicate a burrow ability and start from there, it sounds like you created your ability from scratch.
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@Bagofsheep: Go
There have been at least 4 threads this week with the same simple question. The search box is your friend. :)
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@SphereOfSilence: Go
This means that your burrow is not linked properly, the units health is not transferring to the result of the burrow.
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@BlazerBlazingX: Go
As an event action, try to set the facing or placement in the manner you think would fit. I might use on unit birth or something like that as a even trigger, but thats just a guess. (sorry i'm tired right now)
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@Circulation: Go
There are units that already use this, such as the broodlord and it's escorts. Just check the event used for that unit and you should be able to replicate it easily.
(Also note that the turrets used in the turret tutorial that are on these forums also use what you are trying to achieve, thats also something you might want to glance at for reference).
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@Vietman: Go
What I have concluded after going through most of the data editor is that we are still lacking the ability to create new things as such, although you might be able to edit them through the text editor if you can find where attributes are.
Here is a tutorial on text editing: http://forums.sc2mapster.com/resources/tutorials/12929-text-editor-fully-customizable-ui-text/
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@Circulation: Go
An event is the same thing as a trigger, just built into the unit or whatever it is the event is attached to. A trigger would be more ideal for this. What are you trying to do?
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@Marec7: Go
I'm not sure exactly what you where casting it on, but I tested your map, casted the spell on a drone and the color changed to red, which is the default for player 1, from blue.
Am I missing something?