For the units Ash Worm and Yagdra. How do I make it so the bodies disappear after being killed?
I have another question as well. I have a system setup that when in combat it disables the ability to burrow. I want to add in a validator that removes the in combat behavior when attacked while burrowed.
The Combat: Death Actor Model field links to a Model type actor. Alter the events of that. Although you will probably find it is the DeadAnimationMacro actor that is the cause.
Then use a Unit Compare Damage Taken Time validator, a Unit Filter validator and a Combine validator. Set the combine to AND logic and the unit filter validator to the burrowed form of your unit. You then put this in your behaviour under the remove validators.
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Can't find anything in the events that looks out of place. Also checked all the death fields and made sure they were setup like all the other units. Still the body doesn't disappear. Refer to pic.
Do I need to set the unit compare to anything or leave as is? As for the unit filter, HOW do you setup a unit or unit type? All I could do was do a filter by type like burried. Under the unit all u can pick is effects. I set it to burried and the original in combat buff is being removed regardless of being burried or not.
I'm implementing Yagdra as a hero in my new started map and I'm having the same issue. Im' trying to find a solution but no lucky by now. If I get to something, I'll post it here.
I'm implementing Yagdra as a hero in my new started map and I'm having the same issue. Im' trying to find a solution but no lucky by now. If I get to something, I'll post it here.
DeadAnimationMacro contains the code that makes it not disappear. Its events check if the unit has the "Dead" animation and if it exists, the actor remains there playing that animation forever.
That can't be since I've tried to delete the DeadAnimationMacro and nothing happended. EDIT: a workaround could be to have an action that make's the actorto lower it's height to -2/-4 over a short time. That way it would be as a normla death model: disaperaint over a short time. EDIT2: does not work.
Thank you very much, that solved my problem :) Now I can continue with my map: Heroes Of Koprulu There's a trigger-related question on that thread if anyone knows how to answer.
Cool thanks for fixing the first issue. Still need help with the second.
Last post made:
Do I need to set the unit compare to anything or leave as is? As for the unit filter, HOW do you setup a unit or unit type? All I could do was do a filter by type like burried. Under the unit all u can pick is effects. I set it to burried and the original in combat buff is being removed regardless of being burried or not.
Hi. I am trying to fix Ash Worm model so that it does not create that crater under Ash Worm. Do you know how to achieve that? The crater is not part of the model but I dont know how that crater is added.
Just tested that. Changing model does not help. The crater is still spawned. So the crater is not part of model. Not sure what is the right term but crater seems more like "addon" or "attachment".
For the units Ash Worm and Yagdra. How do I make it so the bodies disappear after being killed?
I have another question as well. I have a system setup that when in combat it disables the ability to burrow. I want to add in a validator that removes the in combat behavior when attacked while burrowed.
I tried:
(Basic) Validator: Unit + (None):Source
Editor: Editor Name Is Burrowed
(Basic) Validator: Behavior State Bury
(Basic) Validator: Enabled Disabled
(Basic) Validator: Other Unit + (None):None
(Basic) Validator: Result - Failure Error
Validator: Failure Result Must target unit
Validator: Ignore While Channeling 0
but this doesn't work.
Check the Unit death model actor incase the specific animations played cause some looping error with the events.
Just have a buff that disables the other buff by default.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Can you be more specific about the first. I am in the actor and checked the events and have no idea which one I need to remove/fix.
Another buff will not work. I need it to be done threw validators.
The Combat: Death Actor Model field links to a Model type actor. Alter the events of that. Although you will probably find it is the DeadAnimationMacro actor that is the cause.
Then use a Unit Compare Damage Taken Time validator, a Unit Filter validator and a Combine validator. Set the combine to AND logic and the unit filter validator to the burrowed form of your unit. You then put this in your behaviour under the remove validators.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Can't find anything in the events that looks out of place. Also checked all the death fields and made sure they were setup like all the other units. Still the body doesn't disappear. Refer to pic.
Do I need to set the unit compare to anything or leave as is? As for the unit filter, HOW do you setup a unit or unit type? All I could do was do a filter by type like burried. Under the unit all u can pick is effects. I set it to burried and the original in combat buff is being removed regardless of being burried or not.
I'm implementing Yagdra as a hero in my new started map and I'm having the same issue. Im' trying to find a solution but no lucky by now. If I get to something, I'll post it here.
DeadAnimationMacro contains the code that makes it not disappear. Its events check if the unit has the "Dead" animation and if it exists, the actor remains there playing that animation forever.
@Ahli634: Go
That can't be since I've tried to delete the DeadAnimationMacro and nothing happended.
EDIT: a workaround could be to have an action that make's the actorto lower it's height to -2/-4 over a short time. That way it would be as a normla death model: disaperaint over a short time.
EDIT2: does not work.
BUMP
Also want to know this
You could always use a Region actor created on death to send a signal to the death model (they have one built in for self destruction).
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The unit actor "Yagdra" has set "Unit Death Model Yagdra" as the death actor. That one has the "DeadAnimationMacro" added to the actor.
So, I modified that. Also, the base actor had to be destroyed, too...
Here it is:
https://dl.dropboxusercontent.com/u/4479839/YagdraDeathWithDestroy.SC2Map
@Ahli634: Go
Thank you very much, that solved my problem :)
Now I can continue with my map: Heroes Of Koprulu
There's a trigger-related question on that thread if anyone knows how to answer.
Cool thanks for fixing the first issue. Still need help with the second.
Last post made:
Do I need to set the unit compare to anything or leave as is? As for the unit filter, HOW do you setup a unit or unit type? All I could do was do a filter by type like burried. Under the unit all u can pick is effects. I set it to burried and the original in combat buff is being removed regardless of being burried or not.
Just set the unit compare damage taken time up based on Caster In Combat Long. Sorry meant Unit Type. Just set that up like Is Zergling.
The combine validator then uses both those buffs so it only returns true if it is the burrowed form and is in combat.
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
How do you set it up for more then one unit? I have 16 forms you can change into. Each form is it's own hero. 14 of those forms has a burried form.
Do I make one unit for each hero type then add them all to the combine?
Add an OR combine that the other combine then uses but I think you will have other problems.
All morph forms add their combined abilities towards the 64 cap.
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@DrSuperEvil: Go
So.... I ended up just removing the combat checker system behaviors from the burried forms. Thanks anyways.
Hi. I am trying to fix Ash Worm model so that it does not create that crater under Ash Worm. Do you know how to achieve that? The crater is not part of the model but I dont know how that crater is added.
Just use the nydus attacker model instead?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Just tested that. Changing model does not help. The crater is still spawned. So the crater is not part of model. Not sure what is the right term but crater seems more like "addon" or "attachment".