Use a Transfer Behaviour effect to copy the buffs on the old units to the newly created ones before destroying them. Else use a Use Calldown effect to directly unload your units without having to clone them.
With triggers you can mod the damage amounts taken and probably use unit custom values instead. Could even link it up to a custom UI layout to show the different stat bars.
Under the assets file of the map components there are lines for loading the specific commander mods. Best approach is to copy and paste the XML for the data.
Tip in 2017 the RTC completion demo map has a different version of the mod that stays updated. Also does not need bnet login.
In my demo map I used a model for the background to allow for some animations and modifications you cannot do with an image alone. If you have a custom image you could just change the UI layout to use an image instead. Alternatively you can just modify the actors in the demo map and add more Model type actors hosted onto the 1testpanel actor as attachments.
You can use Modify Unit effects (Effect: Resource Restore Bonus field) to add resources to a resource patch so you would just need a Buff behaviour with a periodic effect.
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You modified the start count on the Spawn type behaviour used by the unit?
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Make the dummy weapon of your structure validated that it cannot target fully healed units?
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Not without modifying the model itself.
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You can use Texture Select By ID and Set Tint Color actor event actions to swap the textures and tint them different colours.
1.85840244958691
Use a Transfer Behaviour effect to copy the buffs on the old units to the newly created ones before destroying them. Else use a Use Calldown effect to directly unload your units without having to clone them.
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You need to use a mover for the missile which uses a driver that is not homing.
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It means you need to download the mods and put them in the correct file path.
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Probably part of the texture used for his CC (campaign cinematic) model.
0.950786195629977
With triggers you can mod the damage amounts taken and probably use unit custom values instead. Could even link it up to a custom UI layout to show the different stat bars.
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Under the assets file of the map components there are lines for loading the specific commander mods. Best approach is to copy and paste the XML for the data.
Tip in 2017 the RTC completion demo map has a different version of the mod that stays updated. Also does not need bnet login.
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As long as something still references it in that effect it will appear.
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In my demo map I used a model for the background to allow for some animations and modifications you cannot do with an image alone. If you have a custom image you could just change the UI layout to use an image instead. Alternatively you can just modify the actors in the demo map and add more Model type actors hosted onto the 1testpanel actor as attachments.
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You can use Modify Unit effects (Effect: Resource Restore Bonus field) to add resources to a resource patch so you would just need a Buff behaviour with a periodic effect.
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The old effect is probably being referenced by the UI: Damage Display Effect field.
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Have you added anything to the card of the second submenu? You set the sticky flag on the command card?