You'd have to change their Mover to do that I think. Not sure if there's a way to do that through Behaviors/Effects, but I'll mess with it another time :)
Changing a mover on-the-fy is not possible and will probably not implemented, according to a blue post. So maybe this functionality is not even available anymore (or it was some kind of hardcoded action, like send a "fall on the floor" actor message or something :p)
Anyway, I wanted to make a video, so I decided to include your missile slow to my aura as well, so it slowly slows units and massively slows missiles now. I also added the missiles being consumed after some time. Will add the video as soon as its uploaded.
It would be a hell of a lot of work, but maybe you could have the end of the "Slow" behavior trigger a "bait and switch" effect set where you remove the previously fired missile and create a replacement with a different Mover?
Still trying to wrap my head around exactly how you did this, but holy crap that's cool.
It's kinda complicated and uses too much different stuff (from my view, I want it shorter :D).
The target unittype needs the specific morph ability (found no way around it, but i'm still searching). This morph ability is triggered by an "issue order" via my search area. To add some eyecandy I created a continous model, activating it in the actor events, "moph ability.name.start". This would only add the egg and look really bad (just an egg appearing out of nowhere o.o), to cover this there is an eggsplosion add the beginning and one at the end (the name is "Eggsplosion Generic").
If you got more questions just ask, my descriptions always lack content (I just bad at explaining).
Flashy effect that has a chance to burn up nearby biological units. I originally wanted to base the death on a Behavior stack count instead of it being random, but I couldn't get it to work properly. UnitCompareBehaviorCount validators apparently don't track Behavior stacks :(
So for now, it's random, and IMO still quite fun to watch - feel free to advise if you know of a way to do it based on Behavior stack count :)
So happened I was working on 2 towers with aura effects for my map that I have completed already.
First we have the Slow Turret (Yes I suck at naming, hah) which applies a behaviour that slows all enemies in the effect.
Then there is the Drain Turret, That periodically damages everyone in the area.
I haven't attached my map since it was made for the one I am in progress of completing. If requested I will trash the other items out and upload a link to just these 2 towers.
Well the embed didn't want to work. so here's a link