In my current project, I've used a number of Actor:Doodads to create a hexagonal grid system. Unfortunately, it turns out that Doodads are susceptible to nearby explosion damage - any unit death that causes an explosion of any kind seems to destroy all nearby Doodads. Perhaps this is useful to know for future use, perhaps in creating "holes" in custom Doodad terrain from massive battles, but for my needs, I am trying to find out how to prevent the death of these Doodad Actors.
Below you can see an example from in-game of the before explosion and after:
Pre-Explosion
Post-Explosion
Within the Data Editor, Doodad actors only have a handful of Fields, as seen below:
I suspect the suppression will require a specific event, such as intercepting the ActorDestroy event or similar to stop the death of the Actor, but I'm unable to determine exactly which event to do this, if any.
If anyone has any advice, I'd greatly appreciate it. As a last resort, I suppose I can probably recreate my Actor:Doodads that form the hexagon sides from un-clickable/un-commandable Units and then make them invulnerable, but I'd prefer to use the Doodad code I've already created of course.
I'm not exactly the most savy here, but is there no field for doodads in the "search" for the explosion? and thus, can you not change this to exclude ?
I'm not exactly the most savy here, but is there no field for doodads in the "search" for the explosion? and thus, can you not change this to exclude ?
Thanks for the suggestion Phaos, but sadly it seems there is no such field for Doodads.
On the plus side, for anyone wondering, after spending a bit more time messing with the Doodad:Events, I decided to try creating a Unit:Structure version of the hex line, and solved the issue. Creating the Unit:Structure from a General > CUnit > Structure Object Type, adding the model, and setting a number of Unit Flags (uncommandable, unclickable, no tooltip, etc.). Turned out, given that the functions for creating/modifying Actors are very similar to those to create/modify Units, I didn't have to change very many lines of code, so all is well.
Hi All,
In my current project, I've used a number of Actor:Doodads to create a hexagonal grid system. Unfortunately, it turns out that Doodads are susceptible to nearby explosion damage - any unit death that causes an explosion of any kind seems to destroy all nearby Doodads. Perhaps this is useful to know for future use, perhaps in creating "holes" in custom Doodad terrain from massive battles, but for my needs, I am trying to find out how to prevent the death of these Doodad Actors.
Below you can see an example from in-game of the before explosion and after:
Pre-Explosion
Post-Explosion
Within the Data Editor, Doodad actors only have a handful of Fields, as seen below:
I suspect the suppression will require a specific event, such as intercepting the ActorDestroy event or similar to stop the death of the Actor, but I'm unable to determine exactly which event to do this, if any.
If anyone has any advice, I'd greatly appreciate it. As a last resort, I suppose I can probably recreate my Actor:Doodads that form the hexagon sides from un-clickable/un-commandable Units and then make them invulnerable, but I'd prefer to use the Doodad code I've already created of course.
Thanks!
I'm not exactly the most savy here, but is there no field for doodads in the "search" for the explosion? and thus, can you not change this to exclude ?
Thanks for the suggestion Phaos, but sadly it seems there is no such field for Doodads.
On the plus side, for anyone wondering, after spending a bit more time messing with the Doodad:Events, I decided to try creating a Unit:Structure version of the hex line, and solved the issue. Creating the Unit:Structure from a General > CUnit > Structure Object Type, adding the model, and setting a number of Unit Flags (uncommandable, unclickable, no tooltip, etc.). Turned out, given that the functions for creating/modifying Actors are very similar to those to create/modify Units, I didn't have to change very many lines of code, so all is well.
awesomeness, I look forward to seeing the map it looks entertaining :D although I can only guess at the mechanics.