Hi guys, I'm trying to figure out if I can make a weapons impact model vary depending on which unit is hit by the weapon. For example if a human gets hit I want normal blood splatter as the impact model but if a protoss gets hit I want blue blood splatter. Either this or simply remove the impact model for some units, so that things like a robot doesn't splatter blood when it is attacked. Does anyone know anything about how to make this happen?
Or you can send message "model swap" on Behaviour.DamageHandled to _ImpactGuide. I'm using this for orb effects which can be picked up by any unit (like blow armor, slow, etc). But you can simply play with material settings i gues (like metal, flesh, shield).
Hi guys, I'm trying to figure out if I can make a weapons impact model vary depending on which unit is hit by the weapon. For example if a human gets hit I want normal blood splatter as the impact model but if a protoss gets hit I want blue blood splatter. Either this or simply remove the impact model for some units, so that things like a robot doesn't splatter blood when it is attacked. Does anyone know anything about how to make this happen?
Thanks in advance!
@DeepCover187: Go
validate the target unit inside actor events inside the impact actors. something like:
effect - damage.start - validate unit - create
Or you can send message "model swap" on Behaviour.DamageHandled to _ImpactGuide. I'm using this for orb effects which can be picked up by any unit (like blow armor, slow, etc). But you can simply play with material settings i gues (like metal, flesh, shield).
@abvdzh: Go
Ah yes the material settings work great for this purpose, thanks!