I'll take a closer look into the Actor events.
Unfortunately its not one of those areas I've figured out yet, and I really don't understand how any of it works.
an update on this.
The same problem occurs when the Thor is revived from its 'wreckage' state when using Immortality Protocol.
Latest dev version of the mod can be found here
So I've got
Thor - Explosive Payload Mode & Thor - High Impact Mode.
Explosive mode is the default, and is what is originally spawned. It can then morph into High Impact Mode using the ability "Thor APMode" This works fine.
It should then be able to Morph back into Explosive mode using the ability "Thor Normal Mode". However when this is activated it causes a weird animation (with a construction frame), after which the Thor Explosive Mode is sitting there and can not be selected.
The two abilities appear almost identical, so I'm guessing this is some kind of Actor issue. I'm also guessing it has to do with the "Events" section. All the AbilMorph entries appear to be there for both variations, so I'm a little lost unfortunately.
The animation while offputting, is optional. Its the not being able to select the Thor afterwards that is the primary issue.
Firstly I'd like to open by saying I've already tried contacting a few people directly via PM. Unfortunately no one has responded, aside from TaylorMouse who took the time to create me an armoured Zealot. To which I'm very grateful. So some of this is copied and pasted to save time. :)
I'm working on a project now and I could certainly use some of that amazing talent many of you appear to have.
I'm trying to wrap my head around all the data related stuff, and unfortunately I have ZERO graphic and modelling skills to speak of.
I'm not after anything significant (just customisations to existing base units).
If any of you do have the time, I'd be extremely grateful for ANY help you can give me. I will of course credit you fully in anything you do.
Initially I'd just be after a few alterations to existing units.
Everything is intended for use in my extension mod. http://www.sc2mapster.com/maps/starcraft-2-ultimate-mod/
Here is a very 'general' list of some of the stuff I'm hoping to accomplish. So if anything strikes your fancy, have a go at anything that you would like to give a try. I intend to see the mod through to completion, so hopefully heaps of people will end up seeing your work in action. Seriously though, do WHATEVER you like. IF you decide to take the time to help me on a few things I want it to be enjoyable for you. I'm not very picky. I'm actually quite open for you to put your own spin on things.
I hope some of that sounds appealing to some of you.
There are more variants of things that I haven't included, but I don't even know where to begin on describing how I might want them to look or even what role I intend them to have at this point.
If anyone has any spare time to help me out a little I will greatly appreciate it. If not, its perfectly fine, I'm at the same place I started :).
Way beyond my very basic understanding :) Hopefully one of the experienced guys can assist.
I'm guessing it would be something to do with the Actors > Event tab
You may wish to change the subject\title to better reflect the new issue.
I searched for "Ability Target" and found a few helpful threads.
This one pretty well covers your question I think. http://www.sc2mapster.com/forums/development/data/17591-ability-targets/
Basically its set in the effect, not the ability.
Effect > Target > Target: Impact Location > Value
Change from Target Unit to Target Point (or even to Target Unit/Point)
Managed to solve it in the end.
I changed the Effect: Impact Effect for Backlash Rockets (Launch Missile) from Backlash Rockets to Screecher Missiles (Set) @SoulFilcher, I'm pretty sure this is what you did too?
All the other Effects were connected and working as needed, that seemed to be the missing link. Why this was 'broken' in the first place, I'm not quite sure. Its the only campaign upgrade I've come across that was disconnected in this manner.
Maybe looking at Defence Matrix may be another suitable source of information?
Not exactly sure how it works, but it obviously absorbs X amount of damage. Perhaps you could modify it to be infinite? (excluding splash)
Hobbidude, are you running the HoTS editor?
No matter what dependencies I load in new maps\mods, none of the Banshees have all of the effects listed as you have them. :\ They only have the three that you see in my screenshot above.
I'm worried my game\editor is broken or something :(
Well THAT explains it! Seems I am indeed somehow missing the effects I need from the weapon. Weird! Must be something to do with the way the dependencies loaded?! I can see how we were both getting our wires crossed, because we were looking at completely different things on the same weapon!! (WTF?!)
@SoulFilcher: Yeah, that was my next step to be honest. Either that or go through the process of replicating the way it was done with the Screecher missiles for the Dusk Wing. It just seems for some reason the effects that Hobbidude has are completely missing from mine... :\ (I'm going to play around with some dependency settings and orders in a blank mod to see if I can figure out why that happened).
I haven't modified any of the effect data. Checked the XML to make sure.