Look under the Move button. There should be a field called Simple Command Text or something similar. If you clear it then it will no longer hide the buttons. Alternatively you can disable the viewing of Simple command Text in the in-game options or using triggers.
I'm not sure how much information about the Impaler Colony attack has be said already but I'm going to say it all. I figured out the whole weapon.
Effect Tree
The Weapon of the Impaler Colony Subterranean Tentacle creates the Set effect Primal Sunken Colony Initial Set which does two things, it adds the Primal Sunken Colony Benign buff to the impaler colony, which suppresses further attacks for 5.8, and it uses the Launch Missile effect Primal Sunken Colony to launch the Primal Sunken Colony Weapon projectile.
The Primal Sunken Colony Weapon projectile's movement is set to static 2.5 seconds using the Primal Sunken Colony Weapon mover.
The Launch Missile effect terminates with the Search Area effect Primal Sunken Colony Search to search for enemy ground units then applies the Damage effect Primal Sunken Colony Damage.
Actor Tree
The Primal Sunken Colony Weapon projectile uses the Invisible model and is created by the Primal Sunken Colony Attack actor when the Primal Sunken Colony effect starts.
The Impaler Missile Ground Cracks actor is created when the Primal Lurker Dummy Search effect is applied by the Impaler Missile Ground Cracks buff on the Primal Sunken Colony Weapon projectile.
The Unit actor Primal Sunken Colony starts its Attack Animation when the weapon starts and is a continuous animation for the duration of the entire attack.
The ModelAnimationStyleOneShot actor Primal Sunken Colony Attack Target is created when the Primal Sunken Colony effect starts at the target point at lasts 2.5 seconds before destroying itself.
Yes, that's correct so far. Make sure the Maximum Stack Count is set to at least the amount of hits you want before the next AOE.
What I would do for the next step is a Set effect in the 'Counting' behaviour's Effect: Effect - Inital which has a Unit Compare Behaviour Count which checks how many stacks of the 'Counting' behaviour on the caster. The Set effect would contain a Remove Behaviour effect which removes all the stacks of the 'Counting' behaviour and a Damage effect which causes the AO.
Make the Damage Reduction behaviour apply a behaviour to the caster every time the caster is hit. Each of the new buffs upon being applied will check to see what the buff count is and if it's 4, 3 or 2 (Depending on the level) will remove the stack and do an AOE damage around the caster.
There is no way, as far as I've determined, to have multiple maps open at once. You can switch between them quickly without having to reload the map but actually having 2 next to each other is basically impossible. I would go with Cacho's method.
Create a behaviour of type Buff that periodically runs a Search Area effect which searches for nearby Vespene Geysers and if it finds one it uses an Issue Order effect to build an Extractor on it. Give this behaviour to your Hatchery along with the build Extractor ability. If you still need help then I can put together a map to demonstrate.
To create an alert I would give the abilities a delay before the damage and have it create actors at the target points so that the player knows where the target points are.
yeah but if there are 2 players using this there will be 2 units with the buff ans therefore might catch the wrong unit
He is correct. In order to fix that have the Behaviour applied on the target apply another Behaviour on the tracker. That way when the Behaviour on the tracker expires, it can affect the target unit immediately using the Source Unit location.
Put your create unit effect in the Effect: Effect - Initial field of the persistent effect. Also, by not working do you mean the unit is no longer spawning or no delay is occurring?
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I have an idea. Give me some time to test it out.
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Try looking at this. It's slightly outdated but it covers the basics well.
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Look under the Move button. There should be a field called Simple Command Text or something similar. If you clear it then it will no longer hide the buttons. Alternatively you can disable the viewing of Simple command Text in the in-game options or using triggers.
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Remove the footprint in the Movement: Pathing Footprint field of the structure or resource.
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Possible reasons buttons don't show up on the command card.
Look through the different areas I mentioned. Also, make sure the abilities are on the bottom row of the unit.
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I'm not sure how much information about the Impaler Colony attack has be said already but I'm going to say it all. I figured out the whole weapon.
Effect Tree
Actor Tree
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Yes, that's correct so far. Make sure the Maximum Stack Count is set to at least the amount of hits you want before the next AOE.
What I would do for the next step is a Set effect in the 'Counting' behaviour's Effect: Effect - Inital which has a Unit Compare Behaviour Count which checks how many stacks of the 'Counting' behaviour on the caster. The Set effect would contain a Remove Behaviour effect which removes all the stacks of the 'Counting' behaviour and a Damage effect which causes the AO.
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Make the Damage Reduction behaviour apply a behaviour to the caster every time the caster is hit. Each of the new buffs upon being applied will check to see what the buff count is and if it's 4, 3 or 2 (Depending on the level) will remove the stack and do an AOE damage around the caster.
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@XViper: Go
There is no way, as far as I've determined, to have multiple maps open at once. You can switch between them quickly without having to reload the map but actually having 2 next to each other is basically impossible. I would go with Cacho's method.
@OutsiderXE: Go
XViper wants to compare different data objects in different maps. Your method requires the objects all to be in the same map.
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@Sanctus1118: Go
If it is absolutely vital for there to be 2 different copies of each Terran building, then there is no easier method.
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@Narudek: Go
Create a behaviour of type Buff that periodically runs a Search Area effect which searches for nearby Vespene Geysers and if it finds one it uses an Issue Order effect to build an Extractor on it. Give this behaviour to your Hatchery along with the build Extractor ability. If you still need help then I can put together a map to demonstrate.
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@Draxacon: Go
To create an alert I would give the abilities a delay before the damage and have it create actors at the target points so that the player knows where the target points are.
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He is correct. In order to fix that have the Behaviour applied on the target apply another Behaviour on the tracker. That way when the Behaviour on the tracker expires, it can affect the target unit immediately using the Source Unit location.
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Put your create unit effect in the Effect: Effect - Initial field of the persistent effect. Also, by not working do you mean the unit is no longer spawning or no delay is occurring?
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Where are you putting the validator in your morph ability? I can't see it anywhere in the image.
The problem could be because the validator's Validator: Unit + field is set to target and not caster.