Use the (None): Custom Unit Status Actor field to use a layout from the UI editor. If you want more than the usual vitals you are going to have to hook it up on unit creation using triggers and use custom unit values to store additional "vitals".
Use an Enummerate Area validator to look for the desired unit in the area which enables a counter buff on the aura emitter. The final Apply Behavior effects of the aura then check if the caster has the buffs to apply additional buffs to the targets with the extra effects.
There is a field for buffs called (None): Modification - Vital Max Increase Affects Current which prevents the rehealing by adding vital buffs.
1. Under the Transport type ability used by both forms of the unit are Ability: Load/Unload Validator fields. Use a Unit Filters type validator for the caster to check if it is ground.
2. The placement model is probably done using a Model type actor. To make it look like a hologram give it the following actor events. On Actor Creation use a Set Opacity action to 0.3. Then use a Set Tint Color action to make it the right shade of green.
3. The rotation field of the morph parameters determine how fast it turns to the final orientation. Under the Units data type the Stats: Facing field determines where it faces if the Turnable flag under the Unit: Flags field is disabled.
Probably best to use validators. Only triggers can really do the counting of which player did the most damage out of a pool. I would suggest making the boss drop loot belonging to the player and player inventories can only target neutral or player loot units.
Morph tends to rely on destroying the old actor and replacing it with a new one with few exceptions. If morphing to the same actor you can just avoid destroying the old one. Also check the timing values on the morph ability for implementing the new actor.
All missiles do point to point damage unless they do a Search Area effect of have a Damage effect with splash. The Action type actor used for the missile impact site can be adjusted using SOp(Random Point In Sphere) site operations. For ground to ground you can use the random point in circle SOp.
Jump abilities in SC2 are best done using a Launch Missile effect with the Effect: Death Type field set to None and the Effect: Ammo Unit also set to None. This launches the source unit as the ammo.
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How are your multiple model swap actor events set up?
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Best solution would be to use a dummy effect that triggers recognise and respond with a Create Effect At Point (From Unit) action to do the casting.
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Use the (None): Custom Unit Status Actor field to use a layout from the UI editor. If you want more than the usual vitals you are going to have to hook it up on unit creation using triggers and use custom unit values to store additional "vitals".
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Have you tried making a custom Doodad type actor?
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Use an Enummerate Area validator to look for the desired unit in the area which enables a counter buff on the aura emitter. The final Apply Behavior effects of the aura then check if the caster has the buffs to apply additional buffs to the targets with the extra effects.
There is a field for buffs called (None): Modification - Vital Max Increase Affects Current which prevents the rehealing by adding vital buffs.
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1. Under the Transport type ability used by both forms of the unit are Ability: Load/Unload Validator fields. Use a Unit Filters type validator for the caster to check if it is ground.
2. The placement model is probably done using a Model type actor. To make it look like a hologram give it the following actor events. On Actor Creation use a Set Opacity action to 0.3. Then use a Set Tint Color action to make it the right shade of green.
3. The rotation field of the morph parameters determine how fast it turns to the final orientation. Under the Units data type the Stats: Facing field determines where it faces if the Turnable flag under the Unit: Flags field is disabled.
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Alternatively do like the Xanthos in the nova campaign and rehost the host subject of the Unit type actors.
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Sounds like a problem with using the Show instead of the Use part of requirements.
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Probably best to use validators. Only triggers can really do the counting of which player did the most damage out of a pool. I would suggest making the boss drop loot belonging to the player and player inventories can only target neutral or player loot units.
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Morph tends to rely on destroying the old actor and replacing it with a new one with few exceptions. If morphing to the same actor you can just avoid destroying the old one. Also check the timing values on the morph ability for implementing the new actor.
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Use a Unit Compare Vital validator with the Validator: Type field set to Delta.
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What is the delay before the footprint is implemented?
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All missiles do point to point damage unless they do a Search Area effect of have a Damage effect with splash. The Action type actor used for the missile impact site can be adjusted using SOp(Random Point In Sphere) site operations. For ground to ground you can use the random point in circle SOp.
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Best to apply a buff to the target unit that applies a buff stack back to the caster using a caster history of the source unit.
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Jump abilities in SC2 are best done using a Launch Missile effect with the Effect: Death Type field set to None and the Effect: Ammo Unit also set to None. This launches the source unit as the ammo.