So I'm trying to use the actor force system to throw dead bodies away from a blast zone like siege tanks and other abilities in SC 2 do but I can't for the life of me get it working.
The ability I want to get it working for is a grenade. The grenade is launched, upon impact it creates an active grenade unit which times down and then deals aoe damage to everything including itself in the area. I suspect this odd effect chain is causing me part of the problems and I've tried so many combinations of site ops, impact maps and everything else I'm just tired to shit of it and am hoping someone actually knows how these things work and can explain it or give me an idea because I can't find much solid information about it.
I copied the siege tank attack and 2 force actors directly and tried to set them up with my ability to no avail. So if anyone knows this stuff I'd appreciate the help.
Go to the Effects tab. Select the Damage effect for your grenade ability and double-click it/select it and press Ctrl+M (opening up the effect properties). Copy the exact string of text in the ID field. We will be using this later. It will be referred to as "GrenadeU" in this example.
Go to the Actors tab. Find the Physics Deaths Swarm Ground event macro actor. Under the (Basic) Event: Events + field, add a new event. Set the Msg Type of the event to Unit Death Custom. Set the Msg Type of the corresponding action to Death Custom and type in "RagdollBasic" (for flaming ragdolls type in "RagdollFire"). Right-click the event you just created and click "Add Term". Set the Term Type to KilledBy Effect.
From here you will have to go into XML view. Once in XML view, find the line that reads:
Put a space after "KilledByEffect" and copy the effect ID (for the damage effect of the grenade ability, obtained from earlier) into the string after the space. Using the example designated earlier, the string should now read:
This enables the damage effect of the grenade ability to trigger ragdolls on ground units (for air units do all of the above for the Physics Deaths Swarm Air event macro). However, you still need a Force actor to make them go flying. For this I would suggest simply duplicating the Siege Tank Sieged Force and Siege Tank Sieged Up Force actors and renaming them and plugging them in to each other accordingly, changing the magnitude/radius as desired and having the force actor (not the "up" force) created at the desired effect.
This is interestingly something I had wondered how to do for the longest time and I could find nothing about it on the forums. I ended up figuring it out, so I never bothered to post anything about it, but this is definitely something I'm surprised nobody has asked about.
So I'm trying to use the actor force system to throw dead bodies away from a blast zone like siege tanks and other abilities in SC 2 do but I can't for the life of me get it working.
The ability I want to get it working for is a grenade. The grenade is launched, upon impact it creates an active grenade unit which times down and then deals aoe damage to everything including itself in the area. I suspect this odd effect chain is causing me part of the problems and I've tried so many combinations of site ops, impact maps and everything else I'm just tired to shit of it and am hoping someone actually knows how these things work and can explain it or give me an idea because I can't find much solid information about it.
I copied the siege tank attack and 2 force actors directly and tried to set them up with my ability to no avail. So if anyone knows this stuff I'd appreciate the help.
Go to the Effects tab. Select the Damage effect for your grenade ability and double-click it/select it and press Ctrl+M (opening up the effect properties). Copy the exact string of text in the ID field. We will be using this later. It will be referred to as "GrenadeU" in this example.
Go to the Actors tab. Find the Physics Deaths Swarm Ground event macro actor. Under the (Basic) Event: Events + field, add a new event. Set the Msg Type of the event to Unit Death Custom. Set the Msg Type of the corresponding action to Death Custom and type in "RagdollBasic" (for flaming ragdolls type in "RagdollFire"). Right-click the event you just created and click "Add Term". Set the Term Type to KilledBy Effect.
From here you will have to go into XML view. Once in XML view, find the line that reads:
<On Terms="UnitDeathCustomize; KilledByEffect" Send="DeathCustomize"/>
Put a space after "KilledByEffect" and copy the effect ID (for the damage effect of the grenade ability, obtained from earlier) into the string after the space. Using the example designated earlier, the string should now read:
<On Terms="UnitDeathCustomize; KilledByEffect GrenadeU" Send="DeathCustomize"/>
If you want the specific ragdoll to be triggered by multiple effects, you can have multiple entries surrounded by braces:
<On Terms="UnitDeathCustomize; KilledByEffect {GrenadeU SuperDamage OtherDamage}" Send="DeathCustomize RagdollBasic"/>
From here you can return to table view.
This enables the damage effect of the grenade ability to trigger ragdolls on ground units (for air units do all of the above for the Physics Deaths Swarm Air event macro). However, you still need a Force actor to make them go flying. For this I would suggest simply duplicating the Siege Tank Sieged Force and Siege Tank Sieged Up Force actors and renaming them and plugging them in to each other accordingly, changing the magnitude/radius as desired and having the force actor (not the "up" force) created at the desired effect.
This is interestingly something I had wondered how to do for the longest time and I could find nothing about it on the forums. I ended up figuring it out, so I never bothered to post anything about it, but this is definitely something I'm surprised nobody has asked about.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!