Use the Effect - Target ability type set the Effect - Effect field to a Launch Missile effect. Under that effect set Effect - Impact Effect to you Damage effect, Movement - Movers - Link to a mover of your choice if you dont make one and Unit - Ammo Unit to the missile unit created under Units. You need to create an Action actor to define the launch animation/site and impact art/site and a Missile actor to give the missile unit an appearance.
An alternative to the two methods already mentioned is to do like the spider mines do on vultures to replenish as that allows a recharge of greater than 1 per period.
I think the vote's advanced tutorial topic is just the tip of the iceberg. There are alot of actor events that are not intuitive like Signals, MoveMovers, Reference, some of the Set functions, Scope, and the Attachment Set features. If there was a list of what they all did, there would be a lot less frustrated posts in the forums.
You need an Ability - Taget connected to a Search Area effect make sure you set Search - Search Filters so that it can target the desired unit type (required means unit must have that property) and Target - Impact Location - Value to Target Unit/Point. Set all maximum counts to -1 (or No. of units healed at once) and give the search a radius. Link Search - Areas - Effect to the healer of your choice such as a Modify Unit or Apply Behavior effect. With the Apply Behavior create a hidden buff that boosts the regen of the desired vital by x for so many seconds or fraction thereof.
If you are not sure your search filters are set right just link the search to Hight Templat - Psi Storm (Persistant) for easy to see visuals.
Erm try looking at how they did it with the Mothership. There is the Nexus - Train Mothership ability which has a requirement Mothership Requirements. All you need to do is do something similar to the probe's Build ability.
Look under actors. Copying units does not copy their actor (visual appearances) you will find the unit you copied from has a unit and probably several other action/missile actors which you need to copy. You then need to change the events of the actors that they link to your unit and not the unit copied from. Make sure you remember the start/stop states of the terms as they reset when you change the unit refered to.
Read some of the tutorials as they often cover in great detail inportant events for making your unit show.
0
Finally got the answer. The Art - Missile field was corrupted as well as the Art - Beam.
To fix your spine crawler set:
Art - Beam from SpineCrawlerAttackBeam2 to SpineCrawlerAttackBeam
Art - Missile from SpineCrawlerAttack2Missile to SpineCrawlerAttackMissile2
0
Under Actors in the Events field there is an action called Set Tint Colour link that to the Unit Birth event for the simplest way.
0
Use the Effect - Target ability type set the Effect - Effect field to a Launch Missile effect. Under that effect set Effect - Impact Effect to you Damage effect, Movement - Movers - Link to a mover of your choice if you dont make one and Unit - Ammo Unit to the missile unit created under Units. You need to create an Action actor to define the launch animation/site and impact art/site and a Missile actor to give the missile unit an appearance.
If in doubt look how marauders do it.
0
I cant wait to see how you made those unusual hardpoint interfaces.
0
Please define what you mean by collides. Do you mean hits unit and destroys projectile, pierces unit or changes path if it hits a wall.
0
What race buildings are you using if you made them based on a duped unit?
0
Try changing to ground required (need unit to be ground type) from allowed and air to excluded.
0
An alternative to the two methods already mentioned is to do like the spider mines do on vultures to replenish as that allows a recharge of greater than 1 per period.
0
You copied the launch missile effect/missile unit?
0
I think the vote's advanced tutorial topic is just the tip of the iceberg. There are alot of actor events that are not intuitive like Signals, MoveMovers, Reference, some of the Set functions, Scope, and the Attachment Set features. If there was a list of what they all did, there would be a lot less frustrated posts in the forums.
0
Your beams seem to be shooting sideways rather than from the sky. Maybe try a vertical offset combined with an explicit rotation (local) SOps.
0
This thread has already covered the answers to some degree.
http://forums.sc2mapster.com/development/data/13501-unit-reaquiring-random-target-after-each-shot/#p13
0
You need an Ability - Taget connected to a Search Area effect make sure you set Search - Search Filters so that it can target the desired unit type (required means unit must have that property) and Target - Impact Location - Value to Target Unit/Point. Set all maximum counts to -1 (or No. of units healed at once) and give the search a radius. Link Search - Areas - Effect to the healer of your choice such as a Modify Unit or Apply Behavior effect. With the Apply Behavior create a hidden buff that boosts the regen of the desired vital by x for so many seconds or fraction thereof.
If you are not sure your search filters are set right just link the search to Hight Templat - Psi Storm (Persistant) for easy to see visuals.
0
Erm try looking at how they did it with the Mothership. There is the Nexus - Train Mothership ability which has a requirement Mothership Requirements. All you need to do is do something similar to the probe's Build ability.
0
Look under actors. Copying units does not copy their actor (visual appearances) you will find the unit you copied from has a unit and probably several other action/missile actors which you need to copy. You then need to change the events of the actors that they link to your unit and not the unit copied from. Make sure you remember the start/stop states of the terms as they reset when you change the unit refered to.
Read some of the tutorials as they often cover in great detail inportant events for making your unit show.