Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?
I presume you have a list of all the original temple recipies.
So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).
Got the Answer, you need to make an Action actor and set the Attachment - Launch Attachment Query - Methods to an appropriate Site Operation (Attachment).
To change the weapons simply change the effect of the weapon from Battlecruiser to the Voidray's. To set the colour create an event in the beams actor with on Actor Creation and Set Tint Colour (actual colour may need some adjustment to get what you want)
Under Ability - Abilities - Ability you need to put in your Train type ability enabling you to build your unit. This field enables the unit to use any of the abilities in the command cards. Then you put in the command card for it with the train ability and the unit to train at the far bottom.
If in doubt look at how the barracks does the units it trains.
As you said the collossus beams are a good place to start , there they use the search to move the mover using the movemover event. The trouble is you need to put in custom target values which can easily be overlooked.
Also maybe consider linking the actors to dummy units and use a Search function connected to an Apply Force effect to draw them in.
Have you looked at the raynor weapon switch behaviours for inspiration? Yes the raynor from the secret mission in the campaign was originally meant to switch weapons and parts of the system is still hidden in the data editor.
The best thing you can do is check each part of your weapon's effect tree systematically by replacing each effect with a working counterpart from the existing sc2 units like the launch missile with a marauders. If the weapon then works, you then know where to look.
Are the weapon filters set correctly that it can target the unit? If not the attack ability will make them look it the unit without attacking.
The missile unit has a mover?
The events of the actors are linked to the correct units?
The Effect - Impact Effect of the launch missile effect is set to your dmg effect?
On a side note, read the guide under tutorials on how to make an uberlisk since adding two leviathan tentacles (or the unused roach ones) coming out the side and a char flower on its back would make it look more pokemon like.
To do that you would have to play the animations in reverse. I have not tried to do this yet but try messing with the actor events with the play animation and setting the times to negative numbers? If you succeed you will open up a whole new world of possible effects.
Try having the ability use a set effect that applies a behaviour on caster and a behaviour on target. The buff behaviour on the caster (nova) is hidden and creates the sparkely effect using an actor you want on application that is destroyed when the buff expires. The buff on the target is also hidden and has an expire effect (duration just after caster buff expires) that creates a persistant effect delay (like ghost nuke or colossus beam dmg) that on its start creates the effect on the target unit with the expire effect doing the dmg.
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Will this interpretation of DK2 include the bug from the original game where temple sacrifice spawned units do not count to the portal limit (allowed infinite population)?
I presume you have a list of all the original temple recipies.
So far you have not mentioned anything about units worshiping in the dark temple. In DK2 that was a way to generate mana (was quite rigged with 50 vampires in strips of treasury lair and temple as that could keep Horny out indefinitely and generate a surplus of money with the spell).
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Dont think you can but try using an apply behaviour effect to give them a hidden buff for increased move speed and hp regen.
You can change the texture of creep incase that would help.
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Start of simple just try and see if you can Get the barracks drop pod model to play the birth animation in reverse.
In the worst case you will have to use SOps to flip the actor upside down and try to get it to look normal with it dropping upwards.
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Got the Answer, you need to make an Action actor and set the Attachment - Launch Attachment Query - Methods to an appropriate Site Operation (Attachment).
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To change the weapons simply change the effect of the weapon from Battlecruiser to the Voidray's. To set the colour create an event in the beams actor with on Actor Creation and Set Tint Colour (actual colour may need some adjustment to get what you want)
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I presume you have added the ability to the abilities menu and increased the range of casting so that it is longer than the radius of the building?
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Do you have a custom Attack ability? If so check the Scan Filters.
Are your weapon Scan and Target Filters set correctly?
Do you have an Issue Order effect connected to a Search Area effect?
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Under Ability - Abilities - Ability you need to put in your Train type ability enabling you to build your unit. This field enables the unit to use any of the abilities in the command cards. Then you put in the command card for it with the train ability and the unit to train at the far bottom.
If in doubt look at how the barracks does the units it trains.
0
As you said the collossus beams are a good place to start , there they use the search to move the mover using the movemover event. The trouble is you need to put in custom target values which can easily be overlooked.
Also maybe consider linking the actors to dummy units and use a Search function connected to an Apply Force effect to draw them in.
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Maybe apply a buff with a very short duration that gives such a factor? else you will have to use triggers to proportionate the damage to the attacks
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Have you tried messing with the placement footprints?
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Have you looked at the raynor weapon switch behaviours for inspiration? Yes the raynor from the secret mission in the campaign was originally meant to switch weapons and parts of the system is still hidden in the data editor.
0
The best thing you can do is check each part of your weapon's effect tree systematically by replacing each effect with a working counterpart from the existing sc2 units like the launch missile with a marauders. If the weapon then works, you then know where to look.
Are the weapon filters set correctly that it can target the unit? If not the attack ability will make them look it the unit without attacking.
The missile unit has a mover?
The events of the actors are linked to the correct units?
The Effect - Impact Effect of the launch missile effect is set to your dmg effect?
On a side note, read the guide under tutorials on how to make an uberlisk since adding two leviathan tentacles (or the unused roach ones) coming out the side and a char flower on its back would make it look more pokemon like.
0
To do that you would have to play the animations in reverse. I have not tried to do this yet but try messing with the actor events with the play animation and setting the times to negative numbers? If you succeed you will open up a whole new world of possible effects.
0
Try having the ability use a set effect that applies a behaviour on caster and a behaviour on target. The buff behaviour on the caster (nova) is hidden and creates the sparkely effect using an actor you want on application that is destroyed when the buff expires. The buff on the target is also hidden and has an expire effect (duration just after caster buff expires) that creates a persistant effect delay (like ghost nuke or colossus beam dmg) that on its start creates the effect on the target unit with the expire effect doing the dmg.