The actor is connected to the item unit just like any other unit/model actor. The inventory slot the item is in need to be able to use the items (and not just be for storage).
You can scale the model under the unit actor for your duped unit, you can Set Scale over a period so your baneling can actually shrink conditionally under the actor events. If you right click the tree you can get the editor to show link which allows you to see how it is still connected.
Make the aura created by a Behaviour type ability (like ghost's cloak), as that can be switched on and off. As for the unit leaving the aura range that is fixed by giving the applied buff a low Stats - Duration (like the Mothership - Cloaking Field effect).
If in doubt use the aura of the Mothership as a guide.
Depends what you mean by attack. If you mean damage look for the damage effect for the unit's weapon and modify that. You can change weapon of the unit so it uses a completely different weapon and by changing the weapon effect you can add a whole lot more inbetween (look at broodlord or collossus as a good example). For changing the visuals of the weapon you must alter the actors for it.
Use the same method that you can get levelable abilities to require skipped levels. It is long winded but watch this tutorial after 11 mins.
In short have a requirement for show (hides button) for your ability with equals that counts the +charge ability with a constant 0 so that the ability is hidden if you get the +charge ability.
For the +charge improved abilities have a requirement that counts how many levels of the +charge ability you have and the level of your ability. This will hide them until you have the right combination of ability levels and hide them again when you exceed them.
On a side note the +charge improved abilites are not levelable they are each independent abilities that use the level of your levelable ability as a reference for showing. You can have >32 buttons which means you can have over 8 levels of your main skill and 4 of the +charge skill.
The channeling time is set under the ability, use an Effect - Target ability, use the battlecruiser yamato gun as a guide for what fields you might want to change under cooldown, stats and UI. For the effects you want a Launch Missile effect with Effect - Impact Effect linked to a Create Persistant effect with Effect - Effect - Expire set to a Create Unit effect with Unit - Spawn Count set to 4.
You want the missile unit for your Launch missile effect to have a unit actor with the Karass Missile model and a model type actor with the events Effect.(yourpersistancteffect).Initial>Create and maybe Effect.(yourpersistancteffect).Expire>Destroy with the ProtossSummoning model.
Set the Effect - Period Durations for the persistant effect to however many seconds you want and Effect - Period Count to 1 and the created unit type to whatever zealots you want.
Create Healer/Modify Unit can affect hitpoints without affecting shield so if the Effect - Recharge Vital Rate ot the Effect - Vitals - Change was set to a negative number you could probably do what you are aiming for.
You tried just using requirements and having it hide the original ability and shows another ability under that same command card slot that is a clone for the skill at that level but with +x charges?
The Site Operation (Smooth Rotation) can do something similar in that it limits how fast the host model can turn irrelevant of how fast the unit is actually turning. With that SOp you can get the unit to look like it is flying backwards at times.
For the multiple miners reducing the build time simply use a Buildable ability eg as used by SCV - Advanced Construction and the associated story mode tech.
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Dont forget the Behaviour - Modification - State Flags have Passive and Benign which can also cause the unit with the buff not to be auto aquired.
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The actor is connected to the item unit just like any other unit/model actor. The inventory slot the item is in need to be able to use the items (and not just be for storage).
Also you seen this series of tutorials?
http://www.youtube.com/view_play_list?p=AE2AD4DC5E8FF7AE
No. 7-9 cover making items in quite some detail and in an easy to follow way.
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You can scale the model under the unit actor for your duped unit, you can Set Scale over a period so your baneling can actually shrink conditionally under the actor events. If you right click the tree you can get the editor to show link which allows you to see how it is still connected.
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For the issues with the tentacles look at this thread.
http://forums.sc2mapster.com/development/data/16774-duplicated-spine-crawler-stares-at-the-ground-when/#p16
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Make the aura created by a Behaviour type ability (like ghost's cloak), as that can be switched on and off. As for the unit leaving the aura range that is fixed by giving the applied buff a low Stats - Duration (like the Mothership - Cloaking Field effect).
If in doubt use the aura of the Mothership as a guide.
0
Depends what you mean by attack. If you mean damage look for the damage effect for the unit's weapon and modify that. You can change weapon of the unit so it uses a completely different weapon and by changing the weapon effect you can add a whole lot more inbetween (look at broodlord or collossus as a good example). For changing the visuals of the weapon you must alter the actors for it.
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Try giving the item a behaviour that uses a modify unit effect like the vulture's spider mine recharge.
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I can help with some issues. Though at the moment I am mainly trying to figure out what some of the actor events do.
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Use the same method that you can get levelable abilities to require skipped levels. It is long winded but watch this tutorial after 11 mins.
In short have a requirement for show (hides button) for your ability with equals that counts the +charge ability with a constant 0 so that the ability is hidden if you get the +charge ability.
For the +charge improved abilities have a requirement that counts how many levels of the +charge ability you have and the level of your ability. This will hide them until you have the right combination of ability levels and hide them again when you exceed them.
On a side note the +charge improved abilites are not levelable they are each independent abilities that use the level of your levelable ability as a reference for showing. You can have >32 buttons which means you can have over 8 levels of your main skill and 4 of the +charge skill.
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Just look under the actor events for it and remove those responsible to it becoming inactive.
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The channeling time is set under the ability, use an Effect - Target ability, use the battlecruiser yamato gun as a guide for what fields you might want to change under cooldown, stats and UI. For the effects you want a Launch Missile effect with Effect - Impact Effect linked to a Create Persistant effect with Effect - Effect - Expire set to a Create Unit effect with Unit - Spawn Count set to 4.
You want the missile unit for your Launch missile effect to have a unit actor with the Karass Missile model and a model type actor with the events Effect.(yourpersistancteffect).Initial>Create and maybe Effect.(yourpersistancteffect).Expire>Destroy with the ProtossSummoning model.
Set the Effect - Period Durations for the persistant effect to however many seconds you want and Effect - Period Count to 1 and the created unit type to whatever zealots you want.
0
Create Healer/Modify Unit can affect hitpoints without affecting shield so if the Effect - Recharge Vital Rate ot the Effect - Vitals - Change was set to a negative number you could probably do what you are aiming for.
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You tried just using requirements and having it hide the original ability and shows another ability under that same command card slot that is a clone for the skill at that level but with +x charges?
0
The Site Operation (Smooth Rotation) can do something similar in that it limits how fast the host model can turn irrelevant of how fast the unit is actually turning. With that SOp you can get the unit to look like it is flying backwards at times.
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For the multiple miners reducing the build time simply use a Buildable ability eg as used by SCV - Advanced Construction and the associated story mode tech.