The problem here is that certain buildings in the game leaves debris (that don't disappear) after being destroyed and I cant figure out how to correct it. Here is a picture for quick examination. See In the picture below is the remnants of two structure after they were both destroyed and yet certain parts of the structure still remains and does not disappear with the rest of it. What is the case here and how can it be fixed not to do this?
You should give the name of those structures so we can take a look at them.
I remember back when I was messing with the campaign baneling nest it did the same thing. I think I got rid of the death model/animation/something. But yea, if you give the name of those units, I can take a closer look.
For those specific models, it is part of the animation; you would have to add an animation to the model that causes them to fade away like other buildings. Otherwise, you could add an actor event that makes the model disappear after the unit dies (the leftovers would not fade away, they would instantly disappear).
I got this pretty much solved now. All I had to do was change the problematic death model animation to an already existing Terran Building Death model. now the building is working as desired but for the most part, I ran into another problem. Now one building is leaving its footprint behind and with the other building everything is working as desired after the building is gone. Any ideas on how to solve this would be great.
Well that was an easy fix with the footprint that remained after the building is destroyed. I just went to the Unit Pathing and removed the pathing footprint for the unit when its Dead.
The problem here is that certain buildings in the game leaves debris (that don't disappear) after being destroyed and I cant figure out how to correct it. Here is a picture for quick examination. See In the picture below is the remnants of two structure after they were both destroyed and yet certain parts of the structure still remains and does not disappear with the rest of it. What is the case here and how can it be fixed not to do this?
You should give the name of those structures so we can take a look at them.
I remember back when I was messing with the campaign baneling nest it did the same thing. I think I got rid of the death model/animation/something. But yea, if you give the name of those units, I can take a closer look.
@FillipeOrtega: Go Ok, Fusion reactor and the Psi-indoctrinator are the names of the two structures in the picture.
For those specific models, it is part of the animation; you would have to add an animation to the model that causes them to fade away like other buildings. Otherwise, you could add an actor event that makes the model disappear after the unit dies (the leftovers would not fade away, they would instantly disappear).
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I got this pretty much solved now. All I had to do was change the problematic death model animation to an already existing Terran Building Death model. now the building is working as desired but for the most part, I ran into another problem. Now one building is leaving its footprint behind and with the other building everything is working as desired after the building is gone. Any ideas on how to solve this would be great.
Well that was an easy fix with the footprint that remained after the building is destroyed. I just went to the Unit Pathing and removed the pathing footprint for the unit when its Dead.