You don't provide enough information to really understand what's going on, but if you want to make a unit change it's height you don't need to use the morph ability you can use any ability that grants a unit a buff type behavior, then create a buff type behavior and within the behavior go to modifications/Unit, there you can modify the "height time" parameter, to set the time that takes the unit to move to a new height and set the "height" parameter to whatever height you want the unit to have after aquiring the behavior. You can use a behavior type ability to allow you to toggle on and off the height adjusting behavior. If you want to check an ability within the editor that changes the height of units, you can change kerrigan's "crushing grip" ability, to view the ability your map needs the swarm campaign dependencies added/enabled.
1. Banshee A will have an Afterburner ability and a higher default speed while at a height of 8
2. Banshee B will have a Load/Unload ability and a smaller default speed while at a height of 2. Banshee B will also be targeted as Ground instead of Air, allowing it to close distance on Missile Turrets and destroy them without themselves being targeted.
I want a flying troop carrier that is more than a simple A-move vehicle and has room for strategy. Do you want a fast attacker, or a slow air-support vehicle? While full of troops you can move from low height to high height to gain a massive speed boost.
I used the Zeus Land/Liftoff and I am assuming since I duplicated and used this ability that one of the Morphed units inherited flags that were present in the original Zeus Land/Liftoff ability that caused the landed Zeus to behave like a building.
The 2 units work fine if the Liftoff/Land abilities are removed, so something in the Zeus Liftoff/Land ability is causing this to happen and I don't know where or how to change it.
Ok I checked the Zeus lift off / land ability, those are two morph abilities, lift off is morph ability and land is a morph placement ability, and you have to check the "flags" parameter for both abilities, there is a bunch of modifiers in the flags field, one is suppress movement, I think this modifiers are only supposed to last while morphing from one unit to another, but maybe it you have supress movement checked in one of the morph abilities, it might be affecting the morphed unit, leaving it unable to move. The other thing is that each of the morph units should have one of the morphed abilities (land or lift off) and in each morph ability you should have the correct unit reference or the morph abilitty might get screwed. You should check all these things and see if you can find the problem. Also you could use the viking's Assault and Fighter as your morph abilities as the base, which both are regular morph abilities, I have used that one as the base ability for my morph abilities and never experienced a problem. Maybe using the morph placement ability is part of the issue, but it has been a long time since I used morph abilities in one of my maps so who knows.
The last time I used the Viking abilities my Banshees turned into a Viking for the Landing animation and turned back into a Banshee. Meaning, it still played the Viking morph animations. If you could tell me how to get rid of that I would absolutely use it. I tried removing something called "Viking swarm animation" as I thought maybe that was it, but that wasn't it, and that's why I moved to the Zeus ability. Thank you for all of your replies and I plan on giving it another try sometime today. I have my 2 Banshees made so all I have to do is plug the Morphs back in and link them up.
Even when I use the Burrow/Unburrow ability, one of the morphed units is unable to move or attack. One of the Morph Abilities had a "Suppress Movement" flag but all that did was made the Lift-off ability interruptible with a Move command.
So, the Banshee that is set at the higher height (who has the land ability) cannot move or attack and the Command Card of the unit doesn't have Move and Attack commands (it DOES have them in the editor Command Card)
The other Banshee that is set to low height (who has the lift-off ability) can move and attack and use lift-off with 0 issues. Once the morph from Ground>Air happens, the Air unit cannot move or attack.
I don't know what you are doing, but you are doing something wrong, I have an old map that I used to test imported models, I went there duplicated a banshee twice, named one copy Banshee A and the other Banshee B, I gave Banshee A a height of 0.7, then gave Banshee B a Height of 5, I duplicated the Zergling Burrow and Unburrow abilitties, renamed them to Morph A and Morph B, I changed the parameters of Morph A to transform the unit that uses the ability to Banshee B, then I changed the parameters of Morph B to transform the unit that uses the ability to Banshee A, then I gave Morph A to Banshee A and Morph B to Banshee B, I tested them in game and it works flawlessly, I uploaded the map to a file sharing site (link below), you can download it and see for yourself if you want.
Budschie's morph mod has been giving my players a few problems - most of the time, when they die, they respawn with all their morphs. But occasionally they'll lose their morphs when they die, even though I've triple-checked and keepMorphInventory is set to truehttps://omegle.onl/ .
After a player has already killed a mob and picked up the "soul," the "souls" don't drop from it anymore, which makes sense, except even when a player has lost that morph, the soul still doesn't drop.
I went back to my map and recreated the Burrow/Unburrow that you used and I still get the same result, one of my air units being unable to move.
Well, now you know the issue is not the morph ability itself, since I presented you a morph ability that works, so you should replicate the same parameters of the morph ability I did, if you are having issues with the custom unit you previously had, you could create two new banshees from scratch, replicate my morph abilities, give them the abilities, make sure that it works, then begin adjusting the new unit to resemble your former custom unit little by little, then, if after making some modifications you see the morph ability ceases to work, you'll know you're screwing something up. Either way this is as far as I go, now is up to you to figure it out, good luck.
I hope you can help me with one more thing, because I think I know where you and I did something different. I repeated the process that I originally used on YOUR map and.... I got my same previous results. Attached picture with errors turned
The error is what intrigues me the most, it states that there are too many Move and Attack commands blah blah, which are the exact abilities that are missing, and this make me think I am doing something wrong when I duplicate the A and B units. For this specific example, I duplicated the original battlecruiser to make Battlecruiser A. I then duplicated Battlecruiser A to make Battlecruiser B.
Or maybe just altering the Units in the Morph A/B Info field isn't enough to properly link the morph?
Bumping my own thread with an answer: When I duplicated the 2 units, I also duplicated the Move abilities so unit A had Attack and Move, while unit B had Attack2 and Move2, and since they share a morph those Attack and Move commands needed to be the same.