Normally, Spider mines explode when they attack. When they come close to the enemy unit, they attack it and that attack is the explosion that kills the Spider mine.
If Spider mines are killed before they come close to the enemy unit, no explosion happen, and no damage is dealt.
I would like the Spider mine to explode and deal damage if it is destroyed by enemy or friendly units.
Is this possible to do? If yes, what would be the smoothest way?
Could you put the damage effect into the explosion effect?
Example: Make a search effect that applies a damage effect to targets. Then use an actor to make it explode. Then put the search effect as the death effect.
So, just put on the mine a behavior that triggers the explosion effect (search area + damage) when it's removed.
Don't forget to remove all effects on the weapon except the suicide, as it will trigger the behavior's explosion anyway. Or add an effect that remove the behavior before starting anything else.
Normally, Spider mines explode when they attack. When they come close to the enemy unit, they attack it and that attack is the explosion that kills the Spider mine.
If Spider mines are killed before they come close to the enemy unit, no explosion happen, and no damage is dealt.
I would like the Spider mine to explode and deal damage if it is destroyed by enemy or friendly units.
Is this possible to do? If yes, what would be the smoothest way?
Go to Unit: Effect + in the Spider Mine's Unit data fields and set the Death effect to the explosion effect.
Wouldn´t that just make it look like an explosion? I want the actual damage to occur
@Kabelkorven: Go
Could you put the damage effect into the explosion effect?
Example: Make a search effect that applies a damage effect to targets. Then use an actor to make it explode. Then put the search effect as the death effect.
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It's the same way the banelings works, right ?
So, just put on the mine a behavior that triggers the explosion effect (search area + damage) when it's removed.
Don't forget to remove all effects on the weapon except the suicide, as it will trigger the behavior's explosion anyway. Or add an effect that remove the behavior before starting anything else.
Damage = Effect
Actors control explosions appearance wise