1) Sort of. The difference is that the unit will not be a new unit, so its stats like HP and stuff will carry over, hotkeys won't be lost, etc.
2) There really isn't. Creating units directly is not a thing I have any idea how to do. Poke Heinermann if you really need it to not use Dweb.
3) I just realized how to do this! You'd set the Lurker's attack to apply Ensnare, and use a plugin to remove Ensnare from fliers and damage any non-flier affected by Ensnare.
4) Right. The line you want is "useweapon X", where X is the weapon ID for EMP, which I can't look up right now.
5) See codebox for an example. For the Zealot thing, well... No. I'm not sure exactly what you're asking, but I can tell that it doesn't make sense. Now, given that Zealots are melee, what you could do instead is just useweapon the AoE damage, and use imgol or sprol for a special graphic if desired.
6) No, sadly.
1) That's the desired effect.
2) Alright.
3) So in DatEdit, give it the Ensnare effect? I don't do coding, unfortunately.
4) I'll look it up myself. It's the number next to the weapon entry in DatEdit, correct?
5) I was trying to ask if I could make the Zealot randomly crit to do twenty or so damage in a medium-sized AoE. In my mod, Zealots aren't ranged units, but the AoE should come out of them to help defend against melee attackers. Would this require a second attack entry, or should I rely on useweapon instead?
6) Okay.
1) If you are short on unit IDs, you can use a plugin to directly order an attacking unit to stop if it does not fulfil your conditions.
2) Consider using Scanner Sweep. Although, I am unsure of how you will manage it without glitches. As I imagine it now, you would need to order your Overlord to Sweep at its own position, which would override its current order and/or order queue.
You COULD do this with triggers, probably. If you are making a mapmod, I am sure it is possible. (Although I'm not sure how you would move the locations to the correct positions. Memory access to that would make it fairly easy though.)
3) Just beware that the Ensnare effect would have to entirely be devoted to this purpose. You could probably use Corrosive Spores for this too (maybe).
4) Just a note that useweapon x plays the graphic associated with the weapon (ex. if you were to use Dragoon's bullet, it would make the blue sparkly effect on the attacked unit). Note also useweapon does not use a projectile. Its behaviour is a little more specific depending on weapon behaviours.
5) Making the Zealot randomly make an explosion as he attacks is largely identical to making it hit twice in one blow. Just use a useweapon x call instead (or a attackwith 2 if you want).
1) I have zero knowledge of how to make plugins, so *I* can't, but that isn't really what I want to do with the attack upgrade because I know there's no [easy?] way to send an error message.
2) I'm making a (balanced) melee-based total conversion. Maybe I'll make a campaign to go along with it, but that's not my focus right now.
3) I wouldn't want to use Ensnare in any other way for some other race, so that's fine. I don't really believe in the design philosophy of making redundant abilities or hard counters.
4) That's actually good for my purposes. Wouldn't want EMP missiles flying out of buttery Scourges, now would I?
5) So create a weapon for the iscript to call with useweapon? Makes sense.
NOTE: Depending on how you implement it, if you decide to use attackwith 1 twice or useweapon x twice or an N number of times in a row, EACH CALL/WEAPON STRIKE IS AFFECTED BY ARMOUR AND UNIT SIZE. So if you use Gauss Rifle 10 times in a row, it will deal 60 damage to a 0 armour opponent, but against a 1 armour opponent it will deal 10 less damage.
Avoiding this damage reduction would be as simple as using a useweapon x where the weapon used has the correct, full value (then the critical strike damage is reduced only once). This may be a desirable balance consideration, though (for example, making a Sniper unit that only deals considerable damage against Small units, or similar).
The damage reduction actually sounds like something I'd want to keep, and I'm glad that that's the way the system works - otherwise my seventh question would be asking how to make it reduced every time, by different armour values. Hoo boy.
If I wanted to make a bunch of projectiles fan out in a circle (for the Zealot's critical), how would I go about doing that?
Can I make projectiles be the sources of damage, so that the longer a unit stands in a projectile's radius, the more damage it takes?