Well, I am a complete noob. Have never even touched a data editor ever. However, i want to learn how to create skills for charcters. Because i want to help some friends with a map they are making. What i am looking for is something like this. It will probably become more complex, but that looks like a good starting point. I am hoping you can help me out. I am avaliable from 4-10 EST time on weekdays and whole day on weekends.
Here is what I tried (and kinda failed):
Objective: Make Ultralisk use a skill that flies towards an enemy, explodes for large damage (large explosion and animation) and abblies some sort of bleed effect.
How I failed: Cant get sound to work for skill (have a sound file that is to play when skill starts) Skill works and kills, but i get a fiery ball on every second cast (or every second cast fast enough after the 1st) No explosion animation Couldnt find how to do bleed effect, so put a slow instead Duplicating a custom ultralisk always breaks something for some reason (No model, cant walk, etc)
For a start your Unit type actors for your ultralisks are not linked to an existing model from the Models data type.
Your apply sound is using an Apply Behavior effect that will not occur because it lacks a buff to apply to the unit.
All your Sound type actors are not created by any of the effects in the ability under their events. They are also not use by the Sound - Launch Sound field of any of your Action type actors.
With your bleed (slow) buff just have the buff use a periodic Damage type effect or make the buff give a large negative life regen. For the visuals just use the fungal growth Model type actor as a template and set the Art - Model field.
Use a Missile type actor for ammo units to be launched as they will not show on the minimap.
Your choice of model for the missile unit is not ideal as it has two variations of the stand animation of which only one has visuals (explains your problem of only seeing it on every second cast. Either change the events to force it to play the correct one or rather use the terratron missile model.
For your blast on impact you want to put your lava flare model in the Art - Impact Model field of the Action type actor associated with the missile launch.
If you want your bleed effect to affect many units you will need to insert a Search Area effect between the Set and the Apply Behavior effect.
You find the data types link together in distinct units with validators and requirements being conditions for stuff to function, abilities, effects and behaviours being the inner workings. Actors are the visuals and in part the sounds.
As far as your copied ultralisks go they are refering to non existing models from the Models data type. It is a problem with duping in that next to getting a load of redundant actors some get bugged and refer to stuff with a 2 or 3 at the end which has not been duped.
Although Damage type abilities can directly apply splash other abilities only can if they are applied to an area using a Search Area effect. With the exception of this your inner workings of your ability are fine, the rest is just actors.
The Event - Events + fields determine how actors interact with the rest of the game and each other while the Hosting+ fields determine where they are created. You can look at models and what animations, attachment points and materials they use in the Previewer (right click the actor name and select Actor Previewer). You can tell actors to play specific animations when certain conditions are met.
For ammo units you do not want models that have animations are brief and end before reaching the target, you can either adjust the timescale of the actor or force it to play certain animation frames using events or use a different model.
Action type actors are used for Damage and Launch Missile effects to determine the launch location and imapct location as well as any visuals and sounds associated with those. You cannot use a beam and a missile at once with an action actor.
Missile type actors are those most commonly used for ammo units and lack the features of being visible on the minimap or having the UI fields associated with selection.