There are two ways to give a unit model a Hero Glow effect - with dummy abilities and with triggers.
To do it with a dummy ability, you could create a new ability off of an ability like Sphere. Change the
Art - Missile Arc to 0,
Art - Missile Art to none,
Art - Missile Speed to 0,
Art - Target to Aura.mdx (Or whatever path for your Aura model)
Art - Target Attachment Point 1 to origin, the other
Art - Target Attachment Point 2&3 to none, and
Art - Target Attachments to 1. Then give that ability to your Hero under
Abilities - Normal.
If the glow model doesn't have the same color as the unit, then you could use this action at Map Initialization...
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area) matching ((Level of Custom Glow for (Matching unit)) Greater than 0)) and do (Actions)
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Loop - Actions
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Unit - Change color of (Picked unit) to (Color of (Owner of (Picked unit)))
*If you base it off another ability, make sure it's a unit ability.
Another way is that you could manually give the unit the glow model with triggers at map initialization like
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to YourHero)) and do (Actions)
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Loop - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Aura.mdx
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Unit - Change color of (Picked unit) to (Color of (Owner of (Picked unit)))
but then you would need to repeat that trigger every time for each unit-type.