I would like to make dead bodies of units stay forever, and tried to follow the tutorials done by users few years back, but I guess they're no longer valid for the current version of the editor.
For example, one of the tutorials says I should go UnitDeathModel actor -> (Basic)Event: Events+ and then set:
But under Actor Creation, there is no such thing as 'TimerSet Pause'. I only see TimerSet and TimerKill as far as the word 'time' is concerned, so it seems like Blizzard has modified some of the features in editor since then. (probably to make it more convenient?)
Pause is the timer name.
this method still works but has one flaw, if the unit is using a seperate death actor the whole thing becomes more complicated. then you need to create your own default death actor and add these events there and use it on every unit that has a seperate death actor.
So it is pretty much straightforward.
Everything is the same to what I said earlier, except two things.
1. number of seconds for duration (4 and 60 sec, for my case) must be put as Base, not Range.
2. For each "TimerExpired" event, you should right click it and "add term" and choose "TimerName". For the 1st and 2nd TimerExpired, put Pause as name. For the 3rd one, put Unpause.
So it is pretty much straightforward. Everything is the same to what I said earlier, except two things.
1. number of seconds for duration (4 and 60 sec, for my case) must be put as Base, not Range.
2. For each "TimerExpired" event, you should right click it and "add term" and choose "TimerName". For the 1st and 2nd TimerExpired, put Pause as name. For the 3rd one, put Unpause.
Hope this helps.
is it possible to create corpse dummy unit with corpse animation model after unit death animation finished? so i can use these dummy corpses to interact with my abilities like ressurect or cannibalizm
You can set the unit remove time to -1 which is either infinite or as good as. For a corpse actor to remain on the ground you will need to pause the actor or prevent it from being removed at the end of its animations.
Be aware that after many units die this could degrade map performance. You might want to remove them from time to time.
You can set the unit remove time to -1 which is either infinite or as good as. For a corpse actor to remain on the ground you will need to pause the actor or prevent it from being removed at the end of its animations.
Be aware that after many units die this could degrade map performance. You might want to remove them from time to time.
So if i set up death time, when unit removes from the game actor will automaticly be removed aswell?
So if i set up death time, when unit removes from the game actor will automaticly be removed aswell?
Unit actors should automatically be removed when their associated unit is removed. At least that is what the inherited standard implementation of actor events do. Nothing stops you from deleting those events so the actor can persist forever however this is not recommended as large numbers of actors can degrade game performance.
You always want to assure actors which are dynamically created (not part of the environment) have a finite life cycle. If you want persistent corpses left on the ground then you need to limit them to something reasonable such that after the limit is reached they are removed.
Thanks all for various infos and comments. If you aren't bothered, I would like to ask one more question.
So I altered the unit death actor in a way discussed above so that unit corpses stay after the death animation, but the problem is that the blood splat on floor slowly disappears in few seconds after the death animation is over. I want the blood splat remains permanently along with the corpse. It seems I should create a new actor for blood splat but I'm not sure how to set it up.
I don't quite understand your explanation. Did you mean 'a model' as a unit's death model? My unit's death model(which contains blood splat) successfully freezes after its death motion, while the blood splat underneath it gradually fades out nonetheless.
Or if you meant a model of blood splat, could you explain how to properly create one?
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Hi.
I would like to make dead bodies of units stay forever, and tried to follow the tutorials done by users few years back, but I guess they're no longer valid for the current version of the editor.
For example, one of the tutorials says I should go UnitDeathModel actor -> (Basic)Event: Events+ and then set:
Actor Creation TimerSet Pause 4.00
Timer Expired TimerName Pause AnimPauseAll 1
Timer Expired TimerName Pause TimerSet Unpause 60.00
Timer Expired TimerName Unpause AnimPauseAll
But under Actor Creation, there is no such thing as 'TimerSet Pause'. I only see TimerSet and TimerKill as far as the word 'time' is concerned, so it seems like Blizzard has modified some of the features in editor since then. (probably to make it more convenient?)
Can anyone help me go over this issue? Thank you.
Pause is the timer name.
this method still works but has one flaw, if the unit is using a seperate death actor the whole thing becomes more complicated. then you need to create your own default death actor and add these events there and use it on every unit that has a seperate death actor.
I'd say "Pause" is the name of the timer created by the event, and that is the name called by the other events.
Ninja'd
Thank you guys for info. So I tried it with my best, but it doesn't work. Here is how I did:
1. On UnitDeathModel actor -> (Basic) Event: Events +, I created 4 new events: ActorCreation and 3 TimeExpired.
2. For ActorCreation, I selected Timer Set as Msg type, and put Pause on Name section and 4.0 on Range section.
3. For the 1st TimeExpired, I selected Animation Set Pause All as Msg type, check Enabled, and put Pause on Target section.
4. For the 2nd TimeExpired, I selected Timer Set as Msg type, Put Pause on Target section, Put 60.0 on Range Section, and Put Unpause on Name section.
5. For the last TimeExpired, I selected Animation Set Pause All as Msg type, checked Enabled, and put Unpause on Target section.
I wrote it as thoroughly as possible so that you can hopefully see which part I've done wrong.
Nvm, I figured it out. So I need to add terms.
Now it works just as I want. Again Thanks a lot, guys.
can u show how u do it? i want corpses be on until it got revived
can u show me how'd u done it?
@uroboros1987: Go
Sorry, I haven't checked the forum for a while.
So it is pretty much straightforward. Everything is the same to what I said earlier, except two things.
1. number of seconds for duration (4 and 60 sec, for my case) must be put as Base, not Range.
2. For each "TimerExpired" event, you should right click it and "add term" and choose "TimerName". For the 1st and 2nd TimerExpired, put Pause as name. For the 3rd one, put Unpause.
Hope this helps.
is it possible to create corpse dummy unit with corpse animation model after unit death animation finished? so i can use these dummy corpses to interact with my abilities like ressurect or cannibalizm
@uroboros1987: Go
dont let the unit die, just play the death animation, freeze the animation on the unit actor, add a buff to disable control etc.
then leaderboard that counts kills wont work
then manually add a +1 to the leaderboard
easy, recreate the exact same unit on the position he die, and freeze the animation.
fixed egod
You can set the unit remove time to -1 which is either infinite or as good as. For a corpse actor to remain on the ground you will need to pause the actor or prevent it from being removed at the end of its animations.
Be aware that after many units die this could degrade map performance. You might want to remove them from time to time.
So if i set up death time, when unit removes from the game actor will automaticly be removed aswell?
Unit actors should automatically be removed when their associated unit is removed. At least that is what the inherited standard implementation of actor events do. Nothing stops you from deleting those events so the actor can persist forever however this is not recommended as large numbers of actors can degrade game performance.
You always want to assure actors which are dynamically created (not part of the environment) have a finite life cycle. If you want persistent corpses left on the ground then you need to limit them to something reasonable such that after the limit is reached they are removed.
Thanks all for various infos and comments. If you aren't bothered, I would like to ask one more question.
So I altered the unit death actor in a way discussed above so that unit corpses stay after the death animation, but the problem is that the blood splat on floor slowly disappears in few seconds after the death animation is over. I want the blood splat remains permanently along with the corpse. It seems I should create a new actor for blood splat but I'm not sure how to set it up.
I posted a thread on this before, but no luck.
create a model - one shot actor and freeze it, same as unit.
@FunkyUserName: Go
I don't quite understand your explanation. Did you mean 'a model' as a unit's death model? My unit's death model(which contains blood splat) successfully freezes after its death motion, while the blood splat underneath it gradually fades out nonetheless.
Or if you meant a model of blood splat, could you explain how to properly create one?