Unfortunately, I'm not too familiar with actors. I know enough to get by, but I can't really help you too much there. For the speed buff, you could try making a permanent behavior with a validator of unit is attacking and add the behavior to the unit (not an ability but to the unit itself). I'm not entirely sure that this will work, but theoretically, it sounds like it should.
I looked it up, and there is a validator for unit is attacking. That means you could make a behavior that gives increased spead when the unit is attacking by adding the validator to the behavior. Then just add the behavior to the void ray and make it hidden (or don't if you don't want to).
What adding multiple dependencies does is combine multiple rules. For example, when I've tried this before, I encounter numerous problems such as: the costs of every unit switches to the campaign prices, a unit model changes to the campaign model, a unit completely changes to the campaign model (example: queen and ultralisk), and some other annoying data related things. Of course, all of these are fixable, but they are quite a pain to manually go in and type in the correct information you want. Other than that though, it still works about the same.
I'm not exactly sure that this is the best way to do it, but what I would probably do is to apply a behavior either through the weapon, or through the attack ability that increases the movement speed. There may or may not be a validator that checks if the unit is attacking. I don't know, I've never checked.
Edit: BTW, I found that link that you said 404'd. It appears that they typed in their link wrong, so I fixed it. That link now works but it is called specialized weapons now instead of just weapons. Also, it has inspired me to make my own weapons tutorial sometime.
In the unit properties, set "unit field acquire response" to "passive" or "none".
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@TinyPL: Go
I would post this in data or triggers. Not here.
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@TinyPL: Go
Under the actor -> Combat: Custom Death+
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@TinyPL: Go
I think it is under "combat" in the unit's actor.
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@RuneKatashima: Go
Unfortunately, I'm not too familiar with actors. I know enough to get by, but I can't really help you too much there. For the speed buff, you could try making a permanent behavior with a validator of unit is attacking and add the behavior to the unit (not an ability but to the unit itself). I'm not entirely sure that this will work, but theoretically, it sounds like it should.
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@RuneKatashima: Go
I looked it up, and there is a validator for unit is attacking. That means you could make a behavior that gives increased spead when the unit is attacking by adding the validator to the behavior. Then just add the behavior to the void ray and make it hidden (or don't if you don't want to).
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@RuneKatashima: Go
What adding multiple dependencies does is combine multiple rules. For example, when I've tried this before, I encounter numerous problems such as: the costs of every unit switches to the campaign prices, a unit model changes to the campaign model, a unit completely changes to the campaign model (example: queen and ultralisk), and some other annoying data related things. Of course, all of these are fixable, but they are quite a pain to manually go in and type in the correct information you want. Other than that though, it still works about the same.
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@RuneKatashima: Go
I'm not exactly sure that this is the best way to do it, but what I would probably do is to apply a behavior either through the weapon, or through the attack ability that increases the movement speed. There may or may not be a validator that checks if the unit is attacking. I don't know, I've never checked.
Edit: BTW, I found that link that you said 404'd. It appears that they typed in their link wrong, so I fixed it. That link now works but it is called specialized weapons now instead of just weapons. Also, it has inspired me to make my own weapons tutorial sometime.
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@RuneKatashima: Go
To do this, you have to add (or subtract) a weapon to the unit. There might be a tutorial about it in the last link in my description.
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