You don't have to start over just make a new unit that has Kheld's darkswarm ability and has a behavior to autocast it upon creation. then have khelds darkswarm be the one that summons the unit at the point.
Are you sure that the problem is the durations are linked, because i have a problem with one of my units where the it uses the pheonix gravity ability on multiple units. If one unit gets killed while in air the actors for the gravity beam turn off but the effects still linger on. I tested your map and i believe thats whats happening. I suggest going witht he above post, that would probably fix your problem.
In the behavior tab there is a field called Modifications+. in there is a variable called time scale(its fairly close to the top) If you change this to something small like .1 then the unit will slow down(animations, attack speed, movement, everything) Is that what your looking for?
Your gonna need an Trigger called "Make actor face angle". all you need to do is make a variable for the hellion turret actor that your using and then set it to the current camera angle. Then just update that every 0 seconds.
In the same modifications+ tab there are some state flags (near supress movement and supress attack) called stasis and no draw. Did you try either of those?
Another way would be to give the ability an Apply Behavior Effect that gives the target unit a Buff Behavior that using Modifications+ suppresses its movement, and attack. And of course you can time the buff by giving it a period and a max periods of 1.
Dope, I love that game and still play it. If i have any suggestions its that you should make a Bank map where you can customize your units and squads(theres an guy making a hellion blitz map with a similar idea), and then seperate maps for the real maps(like crater :P). The only problem i can think of is that you can't remake a like Crater situation because your not gonna have 40+ people in one game. along those same lines Spectres(nukers) and many other units wouldn't be playable in a 7v7. Another thing is that cloaking works completely different in SG you can still shoot cloaked units you just have to click on them.
If anyone remembers the old splash defense games you basically have a bunch of tanks that shoot at "targets" or medics which were basically unkillable. then enemies would run past the target and get shot up. Anyway im having trouble making the tanks automatically shoot at the targets, they will shoot at them if told but they won't automatically do it themselves.
I was thinking maybe i need some triggers to make them attack the nearest target upon creation, is that the only way?
EDIT: I found the answer. If anyone wants to know its not too hard:
1) open up the data editor
2) Under data type go Gameplay data(its under advanced near the bottom)
3) theres a creep decay timer field in the Default SC2 Gameplay settings
0
Give the Unit a flag called No Draw.
0
You don't have to start over just make a new unit that has Kheld's darkswarm ability and has a behavior to autocast it upon creation. then have khelds darkswarm be the one that summons the unit at the point.
0
Have you tried using upgrades? you could simply have the learn tab apply upgrades to the abilites.
0
Are you sure that the problem is the durations are linked, because i have a problem with one of my units where the it uses the pheonix gravity ability on multiple units. If one unit gets killed while in air the actors for the gravity beam turn off but the effects still linger on. I tested your map and i believe thats whats happening. I suggest going witht he above post, that would probably fix your problem.
0
In the behavior tab there is a field called Modifications+. in there is a variable called time scale(its fairly close to the top) If you change this to something small like .1 then the unit will slow down(animations, attack speed, movement, everything) Is that what your looking for?
0
Your gonna need an Trigger called "Make actor face angle". all you need to do is make a variable for the hellion turret actor that your using and then set it to the current camera angle. Then just update that every 0 seconds.
0
In the same modifications+ tab there are some state flags (near supress movement and supress attack) called stasis and no draw. Did you try either of those?
0
Another way would be to give the ability an Apply Behavior Effect that gives the target unit a Buff Behavior that using Modifications+ suppresses its movement, and attack. And of course you can time the buff by giving it a period and a max periods of 1.
0
Dope, I love that game and still play it. If i have any suggestions its that you should make a Bank map where you can customize your units and squads(theres an guy making a hellion blitz map with a similar idea), and then seperate maps for the real maps(like crater :P). The only problem i can think of is that you can't remake a like Crater situation because your not gonna have 40+ people in one game. along those same lines Spectres(nukers) and many other units wouldn't be playable in a 7v7. Another thing is that cloaking works completely different in SG you can still shoot cloaked units you just have to click on them.
0
I found a better way. I gave the Target a behavior that calls a search for all the tanks in the area and tells them to attack it.
0
If anyone remembers the old splash defense games you basically have a bunch of tanks that shoot at "targets" or medics which were basically unkillable. then enemies would run past the target and get shot up. Anyway im having trouble making the tanks automatically shoot at the targets, they will shoot at them if told but they won't automatically do it themselves.
I was thinking maybe i need some triggers to make them attack the nearest target upon creation, is that the only way?
0
EDIT: I found the answer. If anyone wants to know its not too hard: 1) open up the data editor 2) Under data type go Gameplay data(its under advanced near the bottom) 3) theres a creep decay timer field in the Default SC2 Gameplay settings