"Nydus" function: impossible without using the original Nydus Canal structures AFAIK, unless you do some massive plugin work. Even with plugins, I'm not sure if it's entirely possible at plugin development's current stage. Ask Biophysicist.
There are some /interesting/ things one can do with Nydus Canals. For one, if you edit the reqs for the order Build5 to allow another unit to use it, and copy the button from the Canal to that unit, and change the action and requirement variables of the copied button to that unit, then that unit will also be able to place Nydus Canals. There are some issues: It can /only/ build the Nydus Canal structure (oddly enough), the building requirements for both the Canal and the builder must be met (so a unit that needs PSI will only be able to place in an area with both PSI and Creep), and it probably breaks the normal Nydus functionality. However, in memory, the Nydus link still exists, so one dying will probably kill the other, and it can only place one Canal. I will do some further research to investigate these issues, ofc. ;b I do NOT have GPTP working atm, but I can possibly throw together some EXE Edits for you that will fix these problems, if you'd like.
Zerg-only mind control: Can probably be done with plugins. Basic idea would be to detect the mind control order and check if the target is Zerg. If not, order the unit to stop. Ask Biophys.
Exactly. As mentioned, I can't actually compile plugins atm, but I can write out the source and make someone else compile it, lol. ;b
Psi Disruptor with slowing spell: Give it ensnare, the button for ensnare, the energy capacity to do so, and the animations for it. Should work AFAIK.
Another option would be to do a passive slowing aura, as SC2's Disruptor does, via plugin. Also, I'm not sure how SCBW handles a caster which can't turn; I know you can make them work (as evidenced by the ComSat Station), but don't remember exactly how (or even if you have to do anything special).
As far as I know, you cannot keep the overlay specifically only for the Queen without some pretty fancy plugin work. Problem being, if a unit is ensared, how are you going to tell which unit ensnared it?
Biophys to the rescue again! ;b There's an iscript hack to do this. First, Make the Ensnare overlay itself invisible. Second, create a dummy weapon which bounces (like Glave Wurm) and applies the Ensare overlay to stuff it hits.
Post has been edited 1 time(s), last time on Dec 3 2011, 4:20 pm by Biophysicist.
None.