You can try to use the "remove" death type instead, which should already remove the death animation.
If you want to use the timeout death type regardless, you would need to change the associated Model in the Death Effects field for the affected unit's actor, also you might need to adjust the Synchronous Pass Chance in the Death Custom Data field to disable eventual ragdoll deaths.
You can also try to implement a Custom Death in the respective field and use it via actor events, however, I am not 100% sure, how to use that (afaik, units affected by the Phoenix' gravity beam thingy use it to trigger a generic explosion death instead of the usual death animation, which would potentially look ridiculous when triggered mid-air).
You can just set the death models in Field Combat: Death Effects+ and select normal death type (or whatever you want, but editing this usually changes the timeout if it doesn't have a defined model) and set it to (None). Same thing with the sounds and poof the model just disappears.
I tried doing your second option, didnt end so well, when I gave it blank values it just defaulted back to it's basics, even if I put dummy models and sounds in there. going to attempt to switch it to the remove death type
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Hey I want to remove a units death animation all together when it dies to the "timeout" death type
Instead of having summoned units explode into a shower of gore, I just sort of want them to disappear.
I can't seem to find a good way of doing this, can anyone help me out?
I tried changing their timeout death events, but it was no use
You can try to use the "remove" death type instead, which should already remove the death animation.
If you want to use the timeout death type regardless, you would need to change the associated Model in the Death Effects field for the affected unit's actor, also you might need to adjust the Synchronous Pass Chance in the Death Custom Data field to disable eventual ragdoll deaths.
You can also try to implement a Custom Death in the respective field and use it via actor events, however, I am not 100% sure, how to use that (afaik, units affected by the Phoenix' gravity beam thingy use it to trigger a generic explosion death instead of the usual death animation, which would potentially look ridiculous when triggered mid-air).
@Kueken531: Go
Ga you beat me to it.
@EchoedRequiem: Go
You can just set the death models in Field Combat: Death Effects+ and select normal death type (or whatever you want, but editing this usually changes the timeout if it doesn't have a defined model) and set it to (None). Same thing with the sounds and poof the model just disappears.
@JacktheArcher: Go
I tried doing your second option, didnt end so well, when I gave it blank values it just defaulted back to it's basics, even if I put dummy models and sounds in there. going to attempt to switch it to the remove death type
You can try to use the Invisible model instead of (None)