By using the Actor Action Set Height the vertical position is set without any transition or blending, and I cannot seem to find an option to make it happen gradually.
There are several possible workarounds, including but probably not limited to:
Change the height multiple times per second to simulate a smooth transition. This is probably best done with triggers, since it would most likely require one event per frame in data.
Attach the actor in question to a Mover Site and move that site accordingly. You can specify velocity, acceleration and set multiple destination points, if so desired. This method is probably the hardest to realize, but the GAx3 mod provides an easily useable API for this.
Simply attach the actor to an invisible actor, which has an animation with a gradually moving attachment point (for example attach it to the top of a supply depot), or shrink/grow the invisible actor with the SetScale message, which supports a change over time.
I was wondering, how is the physics on the death models of flying units applied so that when they are destroyed all the pieces fall down to the ground? I believe this might be something like what I need to do, as I am trying to have my flying unit fall to the ground when dead, and as such the behavior connection sounds a bit overkill.
The solutions proposed by Kueken are interesting but a bit difficult to implement. So I was wondering if there was a simpler way.
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By using the Actor Action Set Height the vertical position is set without any transition or blending, and I cannot seem to find an option to make it happen gradually.
There are several possible workarounds, including but probably not limited to:
@Kueken531: Go
One last option (if I remeber well) would be to make a behavior and change the fields (Basic) Unit: Height and (Basic) Unit: Height Time.
I was wondering, how is the physics on the death models of flying units applied so that when they are destroyed all the pieces fall down to the ground? I believe this might be something like what I need to do, as I am trying to have my flying unit fall to the ground when dead, and as such the behavior connection sounds a bit overkill.
The solutions proposed by Kueken are interesting but a bit difficult to implement. So I was wondering if there was a simpler way.