Awesome. It works as described. However, the solution is only a workaround because projectiles fly right through the shield instead of impacting on it. There must be something else to it because other protoss units have a visual radius of 0 and they still have functional shields.
I noticed after enabling shields on a Marauder that the size of the shield is smaller than the Marauder itself. I want the shield to act like what most Protoss shields do. They are slightly bigger than the unit. However, I can't seem to find the data field for shield size. I tried changing...
Actually, I believe they do show up, but like elementary particles, they show up only briefly, usually not long enough for you to see. When I tried creating a unit, I used Weapon - Marauder, and I was able to see the rocket for a split second before it disappeared. This was with a periodic...
So, I originally had a Marauder fire off custom projectiles from each arm successfully. That worked perfectly using a Weapon and his basic Attack. However, when I changed that by removing his weapon (so he has no normal attack) and instead, gave him an ability that produces the same missile...
I've done some researching and it seems that dealing with unit Height is a bit frustrating. The editor has two different types of height, based on two different scales, similar to the Kelvin and Celsius scales.
Height at Point returns the z value of either Air, Ground, and Glide relative to...
I have your answer. Took me the whole day to figure it out. In your map, go to Actors->Ghost Attack. In the Ghost Attack field, there is a Missile field. Currently it should be something like GhostAttackMissile. Now, you need to manually change it (yeah, this is the hard part) to...