For your last question: What you want to do is very much doable just considerably more time consuming to make than a barebones menu with linear campaign. Your "menu" would be the hub map that all missions return to on completion and the rooms would be parts of the terrain that the camera is moved to (else do like WOL and have a blank map and create/destroy everything as needed). The credits, resources and unit choices/stats could all be stored in a central bank file shared between all maps in the campaign.
First thing you should focus on is the bank system so that it saves everything correctly and initialises everything correctly on map loading.
Firstly on your goliath core model what attachment points have you added to allow the weapons to be attached at. You then need to make your weapons Model type actors that are hosted on the goliath Unit type actor. I assume the unit type actor is being used to create the weapons so for the hosting you can use the ::Creator system reference on the Model type actors while you will need to set the host site operations for the left and right differently to attach onto the attachment points on your model.
Definitely need a Create Persistent effect. You could then get the periodic effects to use separate Set effects that are validated for your buff stacks which use the Launch Missile effect of your weapon.
Most common cause is the Action type actor for the attack failing to be created due to the actor events trying to create it twice at once. This is often caused by people forgetting to specify the Sub Name of the actor event when changing the triggering effect.
For the reduced slow you would need to use stacks of a buff and have the resistance buff reduce the number of slow stacks applied by the attacker. This sort of comparative logic is best done using a requirement and a Player Requirement type validator. For the stun duration there is the (None): Modification - Behavior Category Duration Factor field.
For subgroup selection using triggers to add/remove a buff would be the easiest option since actors only work on the individual basis without attached unit groups.
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You need to go to File>Dependencies and load it into your map. Then save the map and close the editor before opening the map again.
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For your last question: What you want to do is very much doable just considerably more time consuming to make than a barebones menu with linear campaign. Your "menu" would be the hub map that all missions return to on completion and the rooms would be parts of the terrain that the camera is moved to (else do like WOL and have a blank map and create/destroy everything as needed). The credits, resources and unit choices/stats could all be stored in a central bank file shared between all maps in the campaign.
First thing you should focus on is the bank system so that it saves everything correctly and initialises everything correctly on map loading.
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Else use a Modify Unit effect to turn the turret.
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Not as far as I am aware.
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Firstly on your goliath core model what attachment points have you added to allow the weapons to be attached at. You then need to make your weapons Model type actors that are hosted on the goliath Unit type actor. I assume the unit type actor is being used to create the weapons so for the hosting you can use the ::Creator system reference on the Model type actors while you will need to set the host site operations for the left and right differently to attach onto the attachment points on your model.
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Attach a HitTestSphere model as a Model type actor as an attachment. Some models just lack the properties to be selected.
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Considering how many unique unit IDs can be generated what numbers are we talking about here?
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Can destroy the turret actor and create it again later.
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Definitely need a Create Persistent effect. You could then get the periodic effects to use separate Set effects that are validated for your buff stacks which use the Launch Missile effect of your weapon.
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Apply a Buff behaviour to the unit that has a damage response on attacker which applies your stun buff and removes the damage response buff.
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Most common cause is the Action type actor for the attack failing to be created due to the actor events trying to create it twice at once. This is often caused by people forgetting to specify the Sub Name of the actor event when changing the triggering effect.
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For the reduced slow you would need to use stacks of a buff and have the resistance buff reduce the number of slow stacks applied by the attacker. This sort of comparative logic is best done using a requirement and a Player Requirement type validator. For the stun duration there is the (None): Modification - Behavior Category Duration Factor field.
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For subgroup selection using triggers to add/remove a buff would be the easiest option since actors only work on the individual basis without attached unit groups.
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If you have multiple units use the caster history like the liberator weapon.
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Ennumerate Area validator sounds what you want.