oh i also noticed there is a field called (None) - Synchronous Model Data when your selecting your unit. You might be able to set one of your models on this that way you can avoid them using their seperate sounds and events to play stuff(and it would look cleaner). I'm not actually sure if it will do that but you could always try :P
right above the duration on the buff there is a field called Display Countdown check ally and you should see it.
to do the AI thing your gonna have to make a search effect that searches for all the units around it and issues them a command to move to the source point(or caster point one of those).
id recheck your actors and make sure everything lines up correctly, from my experiance if you get stuck just start over from scratch.
for the siege animation if your talking about the morph to siege mode there is a model called MorphToSiegeMode (or something like that) make sure your copying that model from the morph ability.
Ive found the best way to copy a unit is to duplicate the unit; when you do this you check off everything you want a new copy of(definately the actors maybe a weapon or ability if you want a new one), Then you delete everything you made new(the stuff you checked off) and go find it in its own tab and duplicate that, and if it has anything you want changed you check it and then go find it delete it and duplicate it again. You do this until you have a completely new unit. Its a lot of work but it works almost flawlessly ive found.
Its pretty easy just duplicate the two different actors that you want in the data editor and and then change the tokenUnit name to your unit. A unit can easily have more than 1 actor. when you switch both of the actors to the same unit it will probably over ride the model, just go back into the actor and change the model field back to the one you wanted.
ok you pretty much have it, in fact you dont need the behavior at all i noticed you used the effects -effect spawn to issue the Darkswarm command when you created the dummy through the dummy spell(i thought you needed a behavior to initially cast it). then just tell the issue dark swarm command to target the caster point. After that you just need to fix your actors and it should be fine. Also make sure the dummy has the ability to cast darkswarm ie no cost and no requirements. (you might also want to make the dummy cast a set upon its creation to first cast dark swarm and then commit suicide.)
ok go directly to the hellion attack beam model and change the fields scale minimum and scale maximum in the y direction a bit bigger. That should fix it.
Ok i have no idea why it wouldn't show up in the triggers... maybe you didn't save? did you try searching for its name under ability instead of command?
for autocast just give the ability the autocast and autocast on flags and make sure the aquire attackers field is enabled. then just set the cooldown to 1sec under the cost field.
In the detection behaviors (or any behavior for that matter) there is a field called modifications+ down near the bottom there is a field called detect right above detection arc and detection filters, change that value to 1 and then it will detect stuff 1 away from it.
on the actor there is a flag called Scale to Host. Try that. There is also a field called scale try lowering that. If those don't work then go to the archon merge model and it has a field called selection offset, change the Z level on that to something like -.1 or -.2 until you find the right height.
I'm not sure but i believe when you turn the Ignore Terrain Height flag on it resets your unit to the base height 0. What i would do is as soon as you turn the flag on set the units hieght to its previous height again.
Lol. The archons blue glow is actually tied to his unit model it would be hard to split those up. anyway your gonna have to duplicate your current zergling actor and then change the model to the ArchonMerge or maybe ArchonMergeStart model (whatever tickles your fancy).
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oh i also noticed there is a field called (None) - Synchronous Model Data when your selecting your unit. You might be able to set one of your models on this that way you can avoid them using their seperate sounds and events to play stuff(and it would look cleaner). I'm not actually sure if it will do that but you could always try :P
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right above the duration on the buff there is a field called Display Countdown check ally and you should see it.
to do the AI thing your gonna have to make a search effect that searches for all the units around it and issues them a command to move to the source point(or caster point one of those).
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id recheck your actors and make sure everything lines up correctly, from my experiance if you get stuck just start over from scratch.
for the siege animation if your talking about the morph to siege mode there is a model called MorphToSiegeMode (or something like that) make sure your copying that model from the morph ability.
Ive found the best way to copy a unit is to duplicate the unit; when you do this you check off everything you want a new copy of(definately the actors maybe a weapon or ability if you want a new one), Then you delete everything you made new(the stuff you checked off) and go find it in its own tab and duplicate that, and if it has anything you want changed you check it and then go find it delete it and duplicate it again. You do this until you have a completely new unit. Its a lot of work but it works almost flawlessly ive found.
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Its pretty easy just duplicate the two different actors that you want in the data editor and and then change the tokenUnit name to your unit. A unit can easily have more than 1 actor. when you switch both of the actors to the same unit it will probably over ride the model, just go back into the actor and change the model field back to the one you wanted.
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ok you pretty much have it, in fact you dont need the behavior at all i noticed you used the effects -effect spawn to issue the Darkswarm command when you created the dummy through the dummy spell(i thought you needed a behavior to initially cast it). then just tell the issue dark swarm command to target the caster point. After that you just need to fix your actors and it should be fine. Also make sure the dummy has the ability to cast darkswarm ie no cost and no requirements. (you might also want to make the dummy cast a set upon its creation to first cast dark swarm and then commit suicide.)
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ok go directly to the hellion attack beam model and change the fields scale minimum and scale maximum in the y direction a bit bigger. That should fix it.
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Ok i have no idea why it wouldn't show up in the triggers... maybe you didn't save? did you try searching for its name under ability instead of command?
for autocast just give the ability the autocast and autocast on flags and make sure the aquire attackers field is enabled. then just set the cooldown to 1sec under the cost field.
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Or you could be a baller and have the tanks periodically call a search for any nearby scv's and issue them an order to repair the tank :P
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Ok make a behavior that calls an effect that issues an order to cast darkswarm *phew*(thats alot of words).
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bump, i'm having the same problem as B.
For part A are you warping it in or building it? and does it have the warpable/building in progress ability?
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try scaling the hellion beam actor
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In the detection behaviors (or any behavior for that matter) there is a field called modifications+ down near the bottom there is a field called detect right above detection arc and detection filters, change that value to 1 and then it will detect stuff 1 away from it.
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on the actor there is a flag called Scale to Host. Try that. There is also a field called scale try lowering that. If those don't work then go to the archon merge model and it has a field called selection offset, change the Z level on that to something like -.1 or -.2 until you find the right height.
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I'm not sure but i believe when you turn the Ignore Terrain Height flag on it resets your unit to the base height 0. What i would do is as soon as you turn the flag on set the units hieght to its previous height again.
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Lol. The archons blue glow is actually tied to his unit model it would be hard to split those up. anyway your gonna have to duplicate your current zergling actor and then change the model to the ArchonMerge or maybe ArchonMergeStart model (whatever tickles your fancy).