Sorry I cannot be more helpful as it is a good ambitious project for a beginner. Just I am rather constrained by my time. Still Look at how the Queen - Larva Release (Set) effect functions in the Spawn behaviour. Also note the Hatchery Spawn Mutant Larva requirement.
Alot of the effect types used have pages on them in the wiki giving details of what the fields do.
You notice the ability of the queen adds 5 stacks if buffs enabling the second slot on the ingame spawn ability which uses a Launch Missile effect for the spawning. it also removes a buff stack for each spawn. This means you need an Action type actor to determine the launch and impact locations.
As I said in my first post you need to use Model type actors to represent the apples before they fall which are destroyed when the actual missile used by the spawn behaviour is launched.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Make the tree using lots of Model type actors attached to the Unit type actor. The tree then uses a combination of buffs and a Spawn behaviour similar to the zerg lair and mutated larvae ability of the queen to spawn the units with a Launch Missile effect to do the dropping. The apples growing on the tree is a simple issue of creating the Model type actors on the tree each time a random buff is added as part of the effect tree for determining when they drop off. You can then use the set scale and set tint colour event actions to make the apples grow and ripen. The apples then need a suicide buff similar to timed life but it is validated using a Unit Filter validator that the unit is not hidden (in inventory).
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Sorry I cannot be more helpful as it is a good ambitious project for a beginner. Just I am rather constrained by my time. Still Look at how the Queen - Larva Release (Set) effect functions in the Spawn behaviour. Also note the Hatchery Spawn Mutant Larva requirement.
Alot of the effect types used have pages on them in the wiki giving details of what the fields do.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You notice the ability of the queen adds 5 stacks if buffs enabling the second slot on the ingame spawn ability which uses a Launch Missile effect for the spawning. it also removes a buff stack for each spawn. This means you need an Action type actor to determine the launch and impact locations.
As I said in my first post you need to use Model type actors to represent the apples before they fall which are destroyed when the actual missile used by the spawn behaviour is launched.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Doubleclick123: Go
So my walker does not count?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Make the tree using lots of Model type actors attached to the Unit type actor. The tree then uses a combination of buffs and a Spawn behaviour similar to the zerg lair and mutated larvae ability of the queen to spawn the units with a Launch Missile effect to do the dropping. The apples growing on the tree is a simple issue of creating the Model type actors on the tree each time a random buff is added as part of the effect tree for determining when they drop off. You can then use the set scale and set tint colour event actions to make the apples grow and ripen. The apples then need a suicide buff similar to timed life but it is validated using a Unit Filter validator that the unit is not hidden (in inventory).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg