I am currently working on a bound map, and I have run into some issues which aren't too big of a deal, but lower the overall quality and flexibility of the map. My main problems have come with animations. What I am trying to do is, when a unit is killed by an explosion instead of the unit actually dieing, it's moved instantly back to the spawn and that unit's death animation plays, but this isn't working.
No death animation is played for the picked unit. It's just simply teleported to the specified region.
Also is it possible to just play the death animation of a unit at a specified region without ever spawning that unit? The default environment race explosions aren't very good for use in bounds, and I would prefer to use unit death animations.
Could I do something like "Create Zergling_Death actor at position of picked unit" and then kill model, or play death animation of last created actor? Or something along those lines?
So if I understand it you want the unit not to die, but to teleport to the spawn point, while leaving behind a death model - so it looks like the unit dies but at the same time instantly respawns?
You will want to make a custom actor of type model based on Model Style Animation One Shot, for the model use the death variant of the unit, and then change the BSD animation to "Ignore Death Ignore." Then you can create that actor at the death site using triggers or by linking it to an effect.
I couldn't find the BSD Animation, or for that matter a field that I could change to "Ignore Death Ignore". Everything up to that point I think I found successfully. Sorry this is my first time working with Actors and the Data Editor, bare with me. :)
I have 3 functions for each of three race environment explosions. I won't list them because they are identical aside from the fact that the explosion type is different.
I have put bold tags around the lines which I recently added in the functions to try and get my desired effect.
I just put the Respawn function withing the (Race)_Explosion function, and everything works aside from the fact that the death animation still refuses to play.
I am currently working on a bound map, and I have run into some issues which aren't too big of a deal, but lower the overall quality and flexibility of the map. My main problems have come with animations. What I am trying to do is, when a unit is killed by an explosion instead of the unit actually dieing, it's moved instantly back to the spawn and that unit's death animation plays, but this isn't working.
Here is the code I am currently using:
No death animation is played for the picked unit. It's just simply teleported to the specified region.
Also is it possible to just play the death animation of a unit at a specified region without ever spawning that unit? The default environment race explosions aren't very good for use in bounds, and I would prefer to use unit death animations.
any help at all is greatly appreciated. Thanks!
Death animations are generally not part of the main model but are a separate model (and actor) created when the unit dies.
@RileyStarcraft: Go
Could I do something like "Create Zergling_Death actor at position of picked unit" and then kill model, or play death animation of last created actor? Or something along those lines?
So if I understand it you want the unit not to die, but to teleport to the spawn point, while leaving behind a death model - so it looks like the unit dies but at the same time instantly respawns?
You will want to make a custom actor of type model based on Model Style Animation One Shot, for the model use the death variant of the unit, and then change the BSD animation to "Ignore Death Ignore." Then you can create that actor at the death site using triggers or by linking it to an effect.
@RileyStarcraft: Go
I couldn't find the BSD Animation, or for that matter a field that I could change to "Ignore Death Ignore". Everything up to that point I think I found successfully. Sorry this is my first time working with Actors and the Data Editor, bare with me. :)
Thanks.
EDIT: I may have found what you are referring to, but I'm not sure that I did it right. Pic related. http://i30.tinypic.com/33dzfxw.jpg
I'm going to list what I have most recently tried yet failed to work.
I use functions for my bound, to make the entire process easier, here they are.
I have 3 functions for each of three race environment explosions. I won't list them because they are identical aside from the fact that the explosion type is different.
I have put bold tags around the lines which I recently added in the functions to try and get my desired effect.
I just put the Respawn function withing the (Race)_Explosion function, and everything works aside from the fact that the death animation still refuses to play.