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The main issue is the stim behavior, which includes movement - and that's why it does not work with structures. However, it is the only coded behavior that targets friendly, unstimmed entities (regardless of whether they are at max. HP).
There are only some workarounds for this, but they are far from perfect. For example making the structure apply stims in an aoe around it.
I'll see whether the code changes required to make normal stim behavior on structures work are somewhat easy (I hope so), then maybe I can make this possible in the next patch.
https://ibb.co/1Qg0LFm
Anyway, I'm afraid this is as good as it gets with the current code. TargetEnemy in the Scope only makes sure the aoe buff does not affect enemy units. When it shoots is determined by the behavior that is framing the "weapon" in the respective trait file. A weapon without defined behavior will just use standard attack behavior (when enemies are in range). You'll see that healing and Wolf buff have a special behavior defined, so they are only triggered when friendly unbuffed/damaged units are in range. However, that does not work well with structures, currently.
I'll try to change this and make stim/heal from structures possible, even without enemies nearby.
Hmm, after writing this, I noticed there might be a workaround... you could probably make the weapon activate regularly, like an Owl spawns Mice regardless of whether enemies are nearby. There should be a variable like "RequiresTarget"... just look at the Owl's "weapon" and try to copy that!
Edit: Now it's working pretty fine! You are a hero. Now the only problem is that the structure is giving the buff even before the structure is build. But other than that, it's working!
Well, guess that's as good as it gets for now. Really need some code changes in order to make it better.
(Unless you consider removing the build time for these guys a fix.