I want to check, if a unit is currently flying in its actor events. ValidateUnit -> IsFlying does not seem to work, when the unit is lifted by effects or behaviors, but thats exactly what I need it for. And since not every lifting spell of mine uses a behavior, I cannot check all of them using other validators (would kinda suck anyway)
@BorgDragon: Go
Does not work, it seems to compare the ground cliff levels
@pinguuuh: Go
I do this, because I want some way for units to not die normally mid-air (looks bad).
Currently I try to customize the death animation in this case, similar to the graviton beam of the phoenix. The graviton beam checks for a specific buff, though.
I have another approach now: Currently I use a trigger, which reacts on every change of height for all units and depending on the difference of base height and current height, it sends an actor message to customize the death animation. Kinda works currently.
However this trigger might be bad performance-wise, because height change takes everything into account, including missile movement etc etc.
€ okay, this sucks. If you have send a customize death message, there seems to be no way of changing the death animation. The message cannot be overwritten, it seems and I found no function to remove it.
Hey
I want to check, if a unit is currently flying in its actor events. ValidateUnit -> IsFlying does not seem to work, when the unit is lifted by effects or behaviors, but thats exactly what I need it for. And since not every lifting spell of mine uses a behavior, I cannot check all of them using other validators (would kinda suck anyway)
Possible?
@Kueken531: Go
The only idea that comes to mind is the Validator - Location Compare Cliff Level type. It might be worth checking into.
I'm not sure if it only works on detecting Ground Height compared to Ground Height, or just general Height Differences.
You could try to check whether your unit is a valid target for a unit that can only target air units.
/edit: -.- no actor event
@BorgDragon: Go Does not work, it seems to compare the ground cliff levels
@pinguuuh: Go I do this, because I want some way for units to not die normally mid-air (looks bad).
Currently I try to customize the death animation in this case, similar to the graviton beam of the phoenix. The graviton beam checks for a specific buff, though.
I have another approach now: Currently I use a trigger, which reacts on every change of height for all units and depending on the difference of base height and current height, it sends an actor message to customize the death animation. Kinda works currently.
However this trigger might be bad performance-wise, because height change takes everything into account, including missile movement etc etc.
€ okay, this sucks. If you have send a customize death message, there seems to be no way of changing the death animation. The message cannot be overwritten, it seems and I found no function to remove it.