Hey, So what you are saying is, Apply this behavior and it will make the unit invisible have no collision(for some time) invulnerable And then it will be moved to a respawn location. I assume moving it to this respawn location happens with triggers? what happens to the death animation of the unit? What do i do with my triggers that are referenced to the death event of a hero? does the behavior have all these things on the whole time the behavior is active? so i just remove the behavior with triggers at the time the unit has to respawn?
thnx for the anwser, sry for the questions, it just saves me a lot of time :)
Yes you will have to move the unit with triggers. Upon the hero gaining the behavior, create an actor of that hero, face it in the direction of the dying hero, play its death animation. Change your "death event" triggers to be instead triggered on the "Apply Behavior" effect that is activated when the hero receives his "fatal" hit. Yes, just remove the behavior with triggers or make it have a duration if the respawn time is dynamic.
So your heroes should all have the Hero Death Prevention behavior, which, when receiving fatal damage, modifies the damage to 0 and applies the hero's "death" behavior, which is the behavior you use to make it invisible, invulnerable, not selectable, no attack, no collision, etc.
@Rice87: Go
RE: 1
Usually the easiest way to make heroes is to have a revive system in place and make it so they never really "die" (see Valerian Death Prevention behavior). The idea is that when they are hit by the killing blow it doesn't actually kill them but makes them invisible, invulnerable and have no collision for some time and then moves them to a respawn location before making them visible again. This way, nothing about the hero has to be saved prior to death as you are still using the same unit because it never really died.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Yes you will have to move the unit with triggers. Upon the hero gaining the behavior, create an actor of that hero, face it in the direction of the dying hero, play its death animation. Change your "death event" triggers to be instead triggered on the "Apply Behavior" effect that is activated when the hero receives his "fatal" hit. Yes, just remove the behavior with triggers or make it have a duration if the respawn time is dynamic.
So your heroes should all have the Hero Death Prevention behavior, which, when receiving fatal damage, modifies the damage to 0 and applies the hero's "death" behavior, which is the behavior you use to make it invisible, invulnerable, not selectable, no attack, no collision, etc.
@Rice87: Go RE: 1 Usually the easiest way to make heroes is to have a revive system in place and make it so they never really "die" (see Valerian Death Prevention behavior). The idea is that when they are hit by the killing blow it doesn't actually kill them but makes them invisible, invulnerable and have no collision for some time and then moves them to a respawn location before making them visible again. This way, nothing about the hero has to be saved prior to death as you are still using the same unit because it never really died.