Hey guys, I'm making a map where the object is to kill a particular building. Once the building has been destroyed it cuts to the outro scene. Unfortunately the crater from the dead building is still present for a couple seconds in the cutscene before it disappears.
Does anyone know where I would look to reduce or remove the duration of this effect?
Really, removing a dead unit doesn't instantly remove the "dead" actor? Strange, I'm surprised...
What about this : in the actor's events, register a new event so that when it receives a signal X (name it whatever you want), it calls SetVisible 0. From trigger code, send that signal to the unit's actor.
Edit: Actually, where does this crater come from? Is it really the unit's main actor, or is it a new actor created when the unit dies? (UnitDeath event, Create actor Y)
...or is it a new actor created when the unit dies? (UnitDeath event, Create actor Y)
This is true. Most units have a death time of 0, so they get removed from the game instantly, when they die. Then a death actor is created.
If you don't want any death graphics to be played, set the death model to none. If you want the death actor to be removed, before it finishes its animation, use a custom death actor.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys, I'm making a map where the object is to kill a particular building. Once the building has been destroyed it cuts to the outro scene. Unfortunately the crater from the dead building is still present for a couple seconds in the cutscene before it disappears.
Does anyone know where I would look to reduce or remove the duration of this effect?
Thanks,
In triggers, "Remove unit".
@StragusMapster: Go
I already have that line in my trigger, unfortunately it doesn't seem to work after the building has died.
Try the Combat - Custom Death - Model field of the Unit actor?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Really, removing a dead unit doesn't instantly remove the "dead" actor? Strange, I'm surprised...
What about this : in the actor's events, register a new event so that when it receives a signal X (name it whatever you want), it calls SetVisible 0. From trigger code, send that signal to the unit's actor.
Edit: Actually, where does this crater come from? Is it really the unit's main actor, or is it a new actor created when the unit dies? (UnitDeath event, Create actor Y)
This is true. Most units have a death time of 0, so they get removed from the game instantly, when they die. Then a death actor is created.
If you don't want any death graphics to be played, set the death model to none. If you want the death actor to be removed, before it finishes its animation, use a custom death actor.