Hey guys!
First post around here, loving this site so far!
Been toying around with the editor quite a bit and think it's an amazing tool. But since my main source of experience
comes from the WarCraft 3 World Edit, some functions (mainly the Data Editor) still quite overwhelm me.
Anyway, I got two problems that I couldn't come up with a solution for yet and also couldn't find anything that fixed them.
First, I wanted to place some dead marines on my map and tried it with triggers as suggested somewhere on the forums here, but my Trigger doesn't quite seem to work properly.
Events
Timer - Elapsed time is 5.0 Game Time seconds
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Marine units in DeadMarines_1 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Animation - Play Death animation for (Actor for (Picked unit)) as Default, using No Options options and Default Time blend time
General - Wait 1.0 Game Time seconds
Animation - Set the Default animation time scale for (Actor for (Picked unit)) to 0.0
I don't seem to be able to make it work with the Death Animation, even though it did work out with "Attack" (but there my Marines did not freeze mid-motion)
I noticed that the "Marine Death" model is responsible for the Death animation, but I can't seem to be able to refer to it properly so my Marines actually do the death animation.
I also tried various things with the data-Editor like creating Doodads based on the death Animation and giving specific marines only the "marine death" model - it turned out a mess.
So maybe you have an idea what could be going wrong?
My second question is about the decal, tarmac and light doodads, which don't show any models in the editor. I know there are several people with this problem and I was just curious whether there was a way to get rid of it or if it's just a bug we have to live with for now?
I hope my questions aren't too silly (and that I didn't overlook something ridiculously simple) and appreciate any comments.
/update: Could get rid of the decal/tarmac problem. The editor didn't actually take over my graphic settings from the game. Don't know which option is responsible for the decals, but I see them no problem ever since I put all setting to ultra.
My marines still don't play their death Animation unfortunately (well, can't blame them, who wants to die?). Does someone have experience with Death Animations?
Hello again!
After some different work I tinkered around with dead units and doodads again and actually found a _somewhat_ working method to place dead Marines as doodads.
I created a new doodad, gave it the "Marine Death" Model and under "Events", I ordered it to play the Death Animation when created, set the Animation Time to 1.8sec and paused it.
Now, while this *does* give me dead marines that I can place on my map, it still doesn't work out perfectly well.
It only lets me place 1 kind of dead marine, even though this surely can be changed by adding more events or in extreme, creating more doodads.
What bugs me more is that the dead marines always carry a shield and never seem to have a blood effect.
Apart from that, it'd be nice to know how I can let actual _units_ play their death animation as this method may not always fit the needs.
Has anyone else experience with animation work, doodads + animations or placing dead units? Help would be greatly appreciated.
THe obvious problem is that marines turn into physics objects on death, meaning it's not only actual animation. Turning the doodads into teh death model itself is quite clever, i'm guessing the bloodeffect is added seperate on an actual dying unit... I'll let you know if i find out how to do this properly since I'll need some corpses aswell
That's great, maybe one of us can find something useful.
I just tested my doodad with the "cover" Animation at creation and let it play the Death Animation with a trigger.
While I got the blood effect, it despawned after a while other than the Marine corpse. So it seems they are indeed somehow separate.
I used my "Dead Marine" Model along with a new "Blood" - Doodad that I created. But for this, I also needed a new Model that I could refer to, which itself I set to the "Blood Impact Smear" Model (to be found under effects/zerg).
I then put up some events in order to freeze the animation at 0.55 (similar to what I did with the "Dead Marine" - Doodad) and voila.
I think it looks quite decent and should be enough till the game ships, because I hope we get a heap of new, cool-looking doodads that are used in the Campaign. And really, what is StarCraft SinglePlayer without installation missions where you have to clean out a base infested by Zerg, dead bodies littering everything?
So long,
Flintenzwerg (aka Rifledwarf)
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Hey guys! First post around here, loving this site so far!
Been toying around with the editor quite a bit and think it's an amazing tool. But since my main source of experience comes from the WarCraft 3 World Edit, some functions (mainly the Data Editor) still quite overwhelm me.
Anyway, I got two problems that I couldn't come up with a solution for yet and also couldn't find anything that fixed them.
First, I wanted to place some dead marines on my map and tried it with triggers as suggested somewhere on the forums here, but my Trigger doesn't quite seem to work properly.
Events
Timer - Elapsed time is 5.0 Game Time seconds
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Marine units in DeadMarines_1 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Animation - Play Death animation for (Actor for (Picked unit)) as Default, using No Options options and Default Time blend time
General - Wait 1.0 Game Time seconds
Animation - Set the Default animation time scale for (Actor for (Picked unit)) to 0.0
I don't seem to be able to make it work with the Death Animation, even though it did work out with "Attack" (but there my Marines did not freeze mid-motion) I noticed that the "Marine Death" model is responsible for the Death animation, but I can't seem to be able to refer to it properly so my Marines actually do the death animation. I also tried various things with the data-Editor like creating Doodads based on the death Animation and giving specific marines only the "marine death" model - it turned out a mess. So maybe you have an idea what could be going wrong?
My second question is about the decal, tarmac and light doodads, which don't show any models in the editor. I know there are several people with this problem and I was just curious whether there was a way to get rid of it or if it's just a bug we have to live with for now?
I hope my questions aren't too silly (and that I didn't overlook something ridiculously simple) and appreciate any comments.
So far, Flintenzwerg
/update: Could get rid of the decal/tarmac problem. The editor didn't actually take over my graphic settings from the game. Don't know which option is responsible for the decals, but I see them no problem ever since I put all setting to ultra.
My marines still don't play their death Animation unfortunately (well, can't blame them, who wants to die?). Does someone have experience with Death Animations?
Hello again! After some different work I tinkered around with dead units and doodads again and actually found a _somewhat_ working method to place dead Marines as doodads. I created a new doodad, gave it the "Marine Death" Model and under "Events", I ordered it to play the Death Animation when created, set the Animation Time to 1.8sec and paused it. Now, while this *does* give me dead marines that I can place on my map, it still doesn't work out perfectly well. It only lets me place 1 kind of dead marine, even though this surely can be changed by adding more events or in extreme, creating more doodads. What bugs me more is that the dead marines always carry a shield and never seem to have a blood effect. Apart from that, it'd be nice to know how I can let actual _units_ play their death animation as this method may not always fit the needs.
Has anyone else experience with animation work, doodads + animations or placing dead units? Help would be greatly appreciated.
Greets
THe obvious problem is that marines turn into physics objects on death, meaning it's not only actual animation. Turning the doodads into teh death model itself is quite clever, i'm guessing the bloodeffect is added seperate on an actual dying unit... I'll let you know if i find out how to do this properly since I'll need some corpses aswell
That's great, maybe one of us can find something useful. I just tested my doodad with the "cover" Animation at creation and let it play the Death Animation with a trigger. While I got the blood effect, it despawned after a while other than the Marine corpse. So it seems they are indeed somehow separate.
I finally got a somewhat satisfactory solution. http://yfrog.com/jcscreenshotrqj
I used my "Dead Marine" Model along with a new "Blood" - Doodad that I created. But for this, I also needed a new Model that I could refer to, which itself I set to the "Blood Impact Smear" Model (to be found under effects/zerg). I then put up some events in order to freeze the animation at 0.55 (similar to what I did with the "Dead Marine" - Doodad) and voila.
I think it looks quite decent and should be enough till the game ships, because I hope we get a heap of new, cool-looking doodads that are used in the Campaign. And really, what is StarCraft SinglePlayer without installation missions where you have to clean out a base infested by Zerg, dead bodies littering everything?
So long, Flintenzwerg (aka Rifledwarf)