So I have a map where the objective is to destroy the Xel'Naga artifact (Char), when I kill it it blows up and looks cool and everything, then I do a fade to black and begin with the outro cutscene where the artifact used to be.
The problem is, the crater from the artifact's death animation is still present for a few seconds during my cutscene. Does anyone know a way to remove this using a trigger?
it probably has a death time of -1 in the unit data
which means it's never removed. probably has a Stand Death animation which it loops forever.
change it to 10 or however long it's death animation is.
In the campaign they used triggers to hide terrain cells in valerian 02 when the reactors blew up. Could you not use that in reverse? It was some unlisted trigger I think.
It's Death time is set to 0 in the editor currently (not really sure what that means) I tried using that trigger in valerian 02 as well to show the terrain cells over top, but that didn't seem to work either :(
the reason why is that the Death animation for that model is 14 seconds long, the first 7 of it you need then you want it to disappear, because the last 7 seconds of it is just a pretty blue crater.
I would go to its actor and in the Combat - Death Effects field I would set the model for the Normal index to none, its usually at the top when you first open that field for manipulation and its the only one that says Artifact in the Model column.
Then go into the actor itself and add a new event down at the bottom.
Unit Death,Your ArtifactName, Any
-> Animation Play, you can Label it Death, as that label isnt used anywhere else in this actor, Animation Properties: Death leave the timescale at automatic and -1
Add another event
Unit death, your artifactname any,
-> Timer Set: I would label it CDT ( for cinematic death timer) and set the base to 7 seconds + however long you wish the crater to be visible. At 7 seconds exactly the explosion has only just finished disipating all the way. leave range empty
Add a new event
Timer Expired dont change source name or sub-name, then right click the event Timer Expired and select add term, that term should be selected and on the right now is things you can change about it, just change AnimPlaying to TimerName, then go to the message part of the Timer Expired event and set it to destroy and on the right where it says normal use that drop down meny there to change it to immediate.
This should solve your problem I will test it in a little while if I dont hear back from you here that it solved it. Hope it helps
P.S if I sounded condescending or anything I didnt mean to I just have no idea your skill level with the editor and actors 8-).
So I have a map where the objective is to destroy the Xel'Naga artifact (Char), when I kill it it blows up and looks cool and everything, then I do a fade to black and begin with the outro cutscene where the artifact used to be.
The problem is, the crater from the artifact's death animation is still present for a few seconds during my cutscene. Does anyone know a way to remove this using a trigger?
Thanks,
erase the unit once the cutscene begins? ^^
Tried that, didn't work. I think because the unit itself is already gone?
it probably has a death time of -1 in the unit data which means it's never removed. probably has a Stand Death animation which it loops forever. change it to 10 or however long it's death animation is.
In the campaign they used triggers to hide terrain cells in valerian 02 when the reactors blew up. Could you not use that in reverse? It was some unlisted trigger I think.
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
It's Death time is set to 0 in the editor currently (not really sure what that means) I tried using that trigger in valerian 02 as well to show the terrain cells over top, but that didn't seem to work either :(
Anyone else have any ideas?
@BiweeklyAaron: Go
the reason why is that the Death animation for that model is 14 seconds long, the first 7 of it you need then you want it to disappear, because the last 7 seconds of it is just a pretty blue crater.
I would go to its actor and in the Combat - Death Effects field I would set the model for the Normal index to none, its usually at the top when you first open that field for manipulation and its the only one that says Artifact in the Model column.
Then go into the actor itself and add a new event down at the bottom.
Unit Death,Your ArtifactName, Any
-> Animation Play, you can Label it Death, as that label isnt used anywhere else in this actor, Animation Properties: Death leave the timescale at automatic and -1Add another event
Unit death, your artifactname any,
-> Timer Set: I would label it CDT ( for cinematic death timer) and set the base to 7 seconds + however long you wish the crater to be visible. At 7 seconds exactly the explosion has only just finished disipating all the way. leave range emptyAdd a new event
Timer Expired dont change source name or sub-name, then right click the event Timer Expired and select add term, that term should be selected and on the right now is things you can change about it, just change AnimPlaying to TimerName, then go to the message part of the Timer Expired event and set it to destroy and on the right where it says normal use that drop down meny there to change it to immediate.
This should solve your problem I will test it in a little while if I dont hear back from you here that it solved it. Hope it helps
P.S if I sounded condescending or anything I didnt mean to I just have no idea your skill level with the editor and actors 8-).
@Dryeyece: Go
I have no idea why those red lines are going through those sentences...=/