I'm working on a map that requires a system where a hero can channel an ability to revive and fallen allied hero. What I'm doing is largely based on the WoL mission 'Belly of the Beast,' except rather than the hero reviving after a timer, each hero can revive their friends (with an ability that removes the incapacitated behavior). Also worth noting is that I'm using War3 assets.
The trouble I'm having is getting the animations to work right. I've been tweaking the incapacitated actor from Belly of the Beast, trying to tweak it to get it to do what I want. The problem is, the death animation for War3 has the units sink into the ground after a while. How can I get the unit to fall over and stay down until I revive him? (I also don't think I'll be able to get him to stand back up, but that's OK. I can just have him warp back up, maybe with a magic puff of smoke to obscure it.) Here's what I'm currently working with:
That sounds straightforward enough, I just gotta figure out what commands to use under events. (If anyone could point me in the right direction that would be great.) Thanks!
Also it looks like the model disappears rather than sinking into the ground. Same principle tho.
WC3 unit models mostly have a 3 stage death. Each stage is a separate animation. SC2 should not run any of these animations automatically except possibly the death animation.
Death - Unit falls over, blood flies everywhere, ends up on ground or in pieces.
Decay Flesh - Unit slowly turns into rotting corpse/skeleton on ground. This is done by sinking the model down in Z axis to reveal more and more of the bones.
Decay Bones - Bones left on ground for dead unit.
In theory what you describe should not be happening unless you are ordering it to play the Decay Flesh animation, which should not happen by default in SC2. It should freeze at the end of the Death animation, lying on the ground like you want.
Is it possible you are basing this actor on another actor used by other WC3 style units which do have decay animation mechanics? Such as if you were to base the unit's actor on an actor from the WC3 remake mod.
Either modify the unit's actor to remove the decay animation messages, or you can try to overwrite them with the various message overwrite or disable fields (not sure how they work). You could also add terms to the decay animation messages which exclude them from running if the unit has the specific buff (validate unit).
Hey all.
I'm working on a map that requires a system where a hero can channel an ability to revive and fallen allied hero. What I'm doing is largely based on the WoL mission 'Belly of the Beast,' except rather than the hero reviving after a timer, each hero can revive their friends (with an ability that removes the incapacitated behavior). Also worth noting is that I'm using War3 assets.
The trouble I'm having is getting the animations to work right. I've been tweaking the incapacitated actor from Belly of the Beast, trying to tweak it to get it to do what I want. The problem is, the death animation for War3 has the units sink into the ground after a while. How can I get the unit to fall over and stay down until I revive him? (I also don't think I'll be able to get him to stand back up, but that's OK. I can just have him warp back up, maybe with a magic puff of smoke to obscure it.) Here's what I'm currently working with:
Thanks!
@AmicusSC: Go
I would try pausing the death animation at the right time, making it freeze on the ground.
@Knallertton: Go
That sounds straightforward enough, I just gotta figure out what commands to use under events. (If anyone could point me in the right direction that would be great.) Thanks!
Also it looks like the model disappears rather than sinking into the ground. Same principle tho.
WC3 unit models mostly have a 3 stage death. Each stage is a separate animation. SC2 should not run any of these animations automatically except possibly the death animation.
In theory what you describe should not be happening unless you are ordering it to play the Decay Flesh animation, which should not happen by default in SC2. It should freeze at the end of the Death animation, lying on the ground like you want.
Is it possible you are basing this actor on another actor used by other WC3 style units which do have decay animation mechanics? Such as if you were to base the unit's actor on an actor from the WC3 remake mod.
Either modify the unit's actor to remove the decay animation messages, or you can try to overwrite them with the various message overwrite or disable fields (not sure how they work). You could also add terms to the decay animation messages which exclude them from running if the unit has the specific buff (validate unit).