Units have vision height and vision range. You don't need a behavior to increase that. The radar behavior isn't the vision range or vision height of the structure, it's the vision height and range of the radar effect.
You have to make sure your actor events are set up correctly, otherwise the marine actor won't go away when morphing (which is likely what that error message means.
Actor events support this, and is how some units already gain different appearances when certain upgrades are researched (marine shields for example). Once you understand actors and attachment points, doing something like this is pretty easy.
When you set variants, make sure you choose that variant in the Bnet lobby. The easy way to do this is to NEVER use default variants, especially if your map is not a melee map.
Copy the "move" and "attack move" abilities (attack move is called "scan move" I think). Disable the "smart" flag on your Move copy, and turn on the smart flag on the Attack Move copy.
They might be two of the same ability in the editor, I've never messed with them, but that's the general way you'd do this.
Now that I think about it, you could do this through actors, although there is no way (that I know of) of making units stop moving through actor events. If you told the unit to use this ability while moving, he would be floating through the air while you chose the target.
The easiest way to do this is still with triggers. There is no way to do what you want with only 1 button press through data alone. You would need to have two separate abilities at least (and therefore two button presses)
Command card buttons are all separate, even if they're on the same square.
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@CrazyTwigman: Go
Units have vision height and vision range. You don't need a behavior to increase that. The radar behavior isn't the vision range or vision height of the structure, it's the vision height and range of the radar effect.
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You have to make sure your actor events are set up correctly, otherwise the marine actor won't go away when morphing (which is likely what that error message means.
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@Zero0018: Go
Publish the mod first, then publish the map. People will be able to play it on Bnet with no complications.
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@Iamthecreeper: Go
Give it a "Morph" ability. See how Hatcheries and Lairs do this for inspiration.
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@Kirle: Go
If you've done everything you say, it should work. You must have missed something.
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@BasharTeg: Go
It's a problem with your model's bounds. I'm not sure if the editor can change model bounds or if it's part of the M3 format.
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Duplicated abilities don't share actors. You have to duplicate the actor also, and in some cases you have to reassign launch sites.
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@Nashadun: Go
Change the reaper's weapon's arc to 360, or give him a turret.
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@ShadowDancer93: Go
Actor events support this, and is how some units already gain different appearances when certain upgrades are researched (marine shields for example). Once you understand actors and attachment points, doing something like this is pretty easy.
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@Nashadun: Go
Check under Data -> Gameplay UI. I think you can change stuff like that in there.
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@b0ne123: Go
Because it scales to the size of the model it's attached to.
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When you set variants, make sure you choose that variant in the Bnet lobby. The easy way to do this is to NEVER use default variants, especially if your map is not a melee map.
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@BasicGear: Go
All filters are on top of a popular filter. Maps at the top have more time played.
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@Tolkfan: Go
Copy the "move" and "attack move" abilities (attack move is called "scan move" I think). Disable the "smart" flag on your Move copy, and turn on the smart flag on the Attack Move copy.
They might be two of the same ability in the editor, I've never messed with them, but that's the general way you'd do this.
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Now that I think about it, you could do this through actors, although there is no way (that I know of) of making units stop moving through actor events. If you told the unit to use this ability while moving, he would be floating through the air while you chose the target.
The easiest way to do this is still with triggers. There is no way to do what you want with only 1 button press through data alone. You would need to have two separate abilities at least (and therefore two button presses)
Command card buttons are all separate, even if they're on the same square.