I still couldn't solve why Torrasque reincarnation malfunctions.
Anyway, I decided to add Super stimpack for marine and marauder. so i modified some setting for it. As a result, i checked it works very well for Marine, but not Marauder. i added autocast range 9 and autocast validator-CasterIsFiring in Superstimpack ability. What i want is to autocast stimpack only when they attack, not other case, i tried many validators for marauder to use stimpack as i hoped. But it returned in vain. I also referred NovaCovertOpsMod but it had same way(Autocast range-CasterIsFiring) which is no use. With no choice, i had to add Superstimpack IssueOrder data to PunishergrenadesLaunchSet, the worst way.
How could i make Marauder's stimpack autocasted not using Issue Order? Does Punishergrenades weapon itself have a problem? If not, then what am i missing? I'm working on VoidMultiMod.
ADDITION : Basically i'm making Superstimpack upgraded from Stimpack. So it uses 2 requirements(Research condition, Research Finalization) and single upgrade which modifies Stimpack's icon and tooltips
Set your autocast validator as Caster Is Animating Weapon to Marauder. Till WOL/HOTS, Caster Is Firing Weapon makes it, but in LOTV, being changed Marauder's attack, Caster Is Animating Weapon makes it.
Checking it, Auto cast acquire level was Offensive and i was using single validator(CasterIsFiring). Ah, also flag had no problem(Referred NovaCovertOps'). The superstimpack i'm making is used by marine and marauder together. But i don't think that is the problem. For this, i altered marauder's stimpack into marine's. So when upgrade completed, alteration might have no error.
Effects have no problem - the superstimpack apply behaviour marks Sourceunit and it has no validator, nor ModifyUnit data(Only the ability has one).
I think, the weapon Punishergrenades itself is the problem. When i altered Marine's weapon into Marauder's, he doesn't active superstimpact automatically. More, i altered marauder's weapon into marine's, he actives supertimpack automatically. And i added Hydralisk-Frenzy for marauder with punishergrenades for test to check if the validator(CasterIsFiringWeapon) is the matter. But he didn't even active Frenzy. Last, Marauder with PurnisherGrenades(HOTS) actives superstimpack automatically with autocast range-autocast validator(CIFW). So i concluded that Marauder-PunisherGrenades weapon(LOTV) launching is not accepted as firing weapon to CIFW validator thus it would be necessary to modify Marauder's weapon.
Addition : I also have modified Stimpack in RAW VoidMultiMod data by adding autocast range/autocast validator(CIFW) if my MOD which has many additional data might occur this matter, however the result was same. I may need more verification to prove it clear.
You have to have 2 different kinds of 'stimpack' for marine and marauder. reason being is that if you have it on the marine and it works good then marauder gets left out, not to sure why though. Just like in a normal melee game, those are 2 separate abilities. I would start there. As far as auto casting the ability. You can make a validator that singles out the marauder weapon as to if its firing or not. I have my marauder auto cast stim but the validator is set to : Field Caster Is Animating Weapon Editor: Editor Name Caster Is Animating Weapon while the marine is set to what you have. Gotta keep them separated, in my experiences.
You were right! How shame i am. I was thinking wrong way. The answer was [Caster Is Animating Weapon]! I don't understand why it makes it, but anyway this validator is the key! More, i gave seperated superstimpack ability to Marauder with it. But there is no matter though i give them same superstimpack ability if i set validator as set(Caster Is Firing Weapon OR Caster Is Animating Weapon). Really thank you for your favour.