You add a button to the command card underneath the behavior ability button so that when it disappears the second button can be seen. The dummy button doesn't actually need an ability tied to it.
Find the Damage effect for the appropriate ability and change the Combat - Amount field to whatever value you want and that's how much damage will be dealt every time the effect is used.
Using a Switch Effect you can control what unit to morph into depending on what unit is consumed using validators. Next, to actually force the unit to morph you simply attach an Issue Order effect to the appropriate validator in the Switch Effect. The Issue Order effects would be connected to the appropriate morph ability. Make sure that the unit has the Morph abilities in order for the Issue Order to work. For the consume/merge ability you can either use 3 abilities for, one for each unit or be very fancy with the validators and use 1.
You could try making an Effect - Target ability that kills the targeted unit and then activates a Switch Effect that morphs the caster based on which unit is consumed.
For increasing the morphing it might be better to change the Rate Multiplier Array field for morph instead of time scale cause I've found that if you use time scale for stuff that changes stats (Like a structure that's constructing health), the health gain won't speed up so the building ends at less than full health.
Well, the problem with footprints as you said is that they're universal so there is no way to make a hidden unit that blocks one players buildings but not anothers. What I've thought could sort of work though probably not how you want it is with triggers is a trigger that runs when a building starts construction in the region and if the building doesn't belong to the right player it is killed and the owner is refunded its cost.
I doubt that;s what you want but I've been unable to determine a way to block the build placement of a structure for one player but not others.
You can do morph abilities without a different actor, just look at the Zerg units actors each unit only has one, for both moving and burrowed. All you need to do is something similar, that way you can have the 2 unit forms and have no actor facing problems.
So, you have multiple buffs to be run through different abilities to enable different weapons?
Also, for your second problem of the buttons disappearing, behavior abilities are designed to be toggleable so you need to add a second button under commands for the ability in order to turn it off.
It's one of the fields under the modification field of the buff behavior under the weapon tab. There should be several fields where you can add values and one of them should be called Weapons Enabled.
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You add a button to the command card underneath the behavior ability button so that when it disappears the second button can be seen. The dummy button doesn't actually need an ability tied to it.
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In the unit, try using the Unselectable and the Uncommandable flags.
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Find the Damage effect for the appropriate ability and change the Combat - Amount field to whatever value you want and that's how much damage will be dealt every time the effect is used.
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Simply use an Issue Order effect linked to the desired morph ability. Make sure to add the morph ability to the unit for the issue order to work.
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Using a Switch Effect you can control what unit to morph into depending on what unit is consumed using validators. Next, to actually force the unit to morph you simply attach an Issue Order effect to the appropriate validator in the Switch Effect. The Issue Order effects would be connected to the appropriate morph ability. Make sure that the unit has the Morph abilities in order for the Issue Order to work. For the consume/merge ability you can either use 3 abilities for, one for each unit or be very fancy with the validators and use 1.
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You could try making an Effect - Target ability that kills the targeted unit and then activates a Switch Effect that morphs the caster based on which unit is consumed.
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For increasing the morphing it might be better to change the Rate Multiplier Array field for morph instead of time scale cause I've found that if you use time scale for stuff that changes stats (Like a structure that's constructing health), the health gain won't speed up so the building ends at less than full health.
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Well, the problem with footprints as you said is that they're universal so there is no way to make a hidden unit that blocks one players buildings but not anothers. What I've thought could sort of work though probably not how you want it is with triggers is a trigger that runs when a building starts construction in the region and if the building doesn't belong to the right player it is killed and the owner is refunded its cost.
I doubt that;s what you want but I've been unable to determine a way to block the build placement of a structure for one player but not others.
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To do something like this it would require triggers I believe.
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You could set up a timer when the animation sequence starts so that after a certain bit it stops then restarts the animation.
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You can do morph abilities without a different actor, just look at the Zerg units actors each unit only has one, for both moving and burrowed. All you need to do is something similar, that way you can have the 2 unit forms and have no actor facing problems.
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Use an Effect - Instant ability then follow this: http://www.sc2mapster.com/forums/general/general-chat/37616-tutorial-demo-1-5-alpha-launch-missile-effect-to-create/
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So, you have multiple buffs to be run through different abilities to enable different weapons?
Also, for your second problem of the buttons disappearing, behavior abilities are designed to be toggleable so you need to add a second button under commands for the ability in order to turn it off.
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It's one of the fields under the modification field of the buff behavior under the weapon tab. There should be several fields where you can add values and one of them should be called Weapons Enabled.
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You can make a buff behavior that either gives a weapon to a unit or enables a weapon the unit already has.