Create a Model type actor and set the Hosting: Host - Subject to the actor you want to attach to and then set the Hosting: Hosted Attachments - Host Site Operations - Operations field to use a Site Operation (Attachment) SOp actor (origin is good). You then need to get the new actor created using a Create actor event on either the actor itself or the actor it is hosted on.
You add the validator to the first effect the weapon uses.
Also it is just DrSuperEvil. Only reason I have this warped name is because of the twitch merge and some joker had made a dead account on twitch which has no uploads or ever had activity. Also they said it was just for the Gamepedia account that had assimilated our wiki. Next thing I know my original name is gone.
Well there is my coop delimited map if you want custom commanders. Most of the mission maps have actually not changed much over the years since it is the coop mod that gets updated.
Use 3 Model type actors attached to an invisible model type actor at offsets. The invisible actor uses a SOp (Rotator) to turn and the other three are attached at offsets using SOp (Local Offset) site operations. You then use actor events on the three orb models to create or destroy themselves depending on the buff stack using Validate Unit terms that use Unit Compare Behaviour Count validators.
The wiki explains it quite clearly. Forward is the direction a model faces and up is the axis along which it stands.
Think of a model facing a top down camera. You get your across which is the X axis and the vertical towards the camera which is the Y axis while the remaining third dimension on the plane the camera is looking at is the Z axis. Models looking in the same forwards direction as the camera will look towards the negative Y values as their forward. Models generally stand with their heads in the positive Z values as their up.
The coop mod does have a switch for bnet and local testing under the Load Allied Commanders Data function. It is probably using the coop tech disable that uses the Campaign Tech Unit user type list to disable units unless renabled for a specific commander.
0.952672925847864
Create a Model type actor and set the Hosting: Host - Subject to the actor you want to attach to and then set the Hosting: Hosted Attachments - Host Site Operations - Operations field to use a Site Operation (Attachment) SOp actor (origin is good). You then need to get the new actor created using a Create actor event on either the actor itself or the actor it is hosted on.
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Any other mods in your map/mod?
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Just check there are none related to your ability since some mods use data trigger hybrids which can conflict if you mod the original ability.
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You add the validator to the first effect the weapon uses.
Also it is just DrSuperEvil. Only reason I have this warped name is because of the twitch merge and some joker had made a dead account on twitch which has no uploads or ever had activity. Also they said it was just for the Gamepedia account that had assimilated our wiki. Next thing I know my original name is gone.
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A unit is either set to auto cast or not. Have you considered conflicting triggers?
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Well there is my coop delimited map if you want custom commanders. Most of the mission maps have actually not changed much over the years since it is the coop mod that gets updated.
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Use 3 Model type actors attached to an invisible model type actor at offsets. The invisible actor uses a SOp (Rotator) to turn and the other three are attached at offsets using SOp (Local Offset) site operations. You then use actor events on the three orb models to create or destroy themselves depending on the buff stack using Validate Unit terms that use Unit Compare Behaviour Count validators.
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Just use texture select by ID to set it to a transparent texture.
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Use a buff that has a requirement that counts the upgrade.
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So you are using a damage response on defender with the effect handled applying a second buff that uses a periodic modify unit effect?
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The wiki explains it quite clearly. Forward is the direction a model faces and up is the axis along which it stands.
Think of a model facing a top down camera. You get your across which is the X axis and the vertical towards the camera which is the Y axis while the remaining third dimension on the plane the camera is looking at is the Z axis. Models looking in the same forwards direction as the camera will look towards the negative Y values as their forward. Models generally stand with their heads in the positive Z values as their up.
https://sc2mapster.gamepedia.com/Data/Actors/Site_Operation_(Explicit_Rotation)
As for the exact calculations read the second post of this:
https://www.sc2mapster.com/forums/development/data/233151-values-for-rotation-site-ops
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The coop mod does have a switch for bnet and local testing under the Load Allied Commanders Data function. It is probably using the coop tech disable that uses the Campaign Tech Unit user type list to disable units unless renabled for a specific commander.
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You would need a trigger based system that adds/removes a buff from the unit when the conditions are met and removes the items on cast.
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You need a new weapon since the marine weapon lacks a launch missile effect. With the wraith the missile unit is made to look like the beam.
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Probably easiest to use an invisible dummy turret that spins when a turret is applied by the behaviour.