I've got a Psi Disruptor set up to do a stomp the ground attack. What I'm seeing is a lot of kill animations wind up making units explode which doesn't look good coming from a quake machine. Does anyone know of a Effect: Death type to use that would make more sense for a quake machine to kill units with?
I mentioned that in my OP. I'm not asking where to make the change, I'm asking if anyone knows what to set it too for a more reasonable kill effect. You must have over looked it.
"Silent Kill" death type often has units stumble over and die. Not every model has a Silent Kill death, but many do. Also, if the unit isn't falling over fast enough, I believe in the Actor data you can add a "Customize Unit Death" event, set the term to the "Silent Kill" death type, and then another term to validate the killing effect, and from there you can increase the animation time scale. (That way it will make the unit fall over faster for that silent kill effect, not for all others. I may be wrong, however, about it allowing you to validate the killing effect.)
It seems that most zerg units don't have the silent kill animation (it was one of the first settings I tried). The fire animation could work if only I could get the flames to hide while the animation plays. I could also speed it up just as you recommended. ThanksTrenchaunT!
Does anyone know if the flames are part of the models in the animation or can I just take the flames out via an actor?
I'll be looking into it myself once I get back home later.
The flames are part of the death model. I just looked at the zergling upgraded death (ie: with wings), and the entire texture changes to blackened out with orange/yellow charred pieces (emissive map). You could try duplicating the model (zergling fire death) and applying the usual Zergling texture to it. But, as for removing the flames... I am not entirely sure it is even possible with the current .m3 exporter that NiNToxicated created.
Well thankfully the shockwave the Psi Disruptor produces is orange-redish so I might be able to explain it with that. I think I'll call it Inferno Hammer.
I've got a Psi Disruptor set up to do a stomp the ground attack. What I'm seeing is a lot of kill animations wind up making units explode which doesn't look good coming from a quake machine. Does anyone know of a Effect: Death type to use that would make more sense for a quake machine to kill units with?
under psi Disruptor effect (damage) there is is field called "Effect: death" which controls that
@Nerfpl: Go
I mentioned that in my OP. I'm not asking where to make the change, I'm asking if anyone knows what to set it too for a more reasonable kill effect. You must have over looked it.
@DrakenStark: Go
"Silent Kill" death type often has units stumble over and die. Not every model has a Silent Kill death, but many do. Also, if the unit isn't falling over fast enough, I believe in the Actor data you can add a "Customize Unit Death" event, set the term to the "Silent Kill" death type, and then another term to validate the killing effect, and from there you can increase the animation time scale. (That way it will make the unit fall over faster for that silent kill effect, not for all others. I may be wrong, however, about it allowing you to validate the killing effect.)
@TrenchaunT: Go
It seems that most zerg units don't have the silent kill animation (it was one of the first settings I tried). The fire animation could work if only I could get the flames to hide while the animation plays. I could also speed it up just as you recommended. ThanksTrenchaunT!
Does anyone know if the flames are part of the models in the animation or can I just take the flames out via an actor?
I'll be looking into it myself once I get back home later.
@DrakenStark: Go
The flames are part of the death model. I just looked at the zergling upgraded death (ie: with wings), and the entire texture changes to blackened out with orange/yellow charred pieces (emissive map). You could try duplicating the model (zergling fire death) and applying the usual Zergling texture to it. But, as for removing the flames... I am not entirely sure it is even possible with the current .m3 exporter that NiNToxicated created.
@Nardival: Go
Well thankfully the shockwave the Psi Disruptor produces is orange-redish so I might be able to explain it with that. I think I'll call it Inferno Hammer.
You can retexture the shockwave if you want.
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
@DrSuperEvil: Go
Unless I can get a better Effect: Death animation I think I'm ok with it as is. Zerg units unfortunately don't have a silent kill death animation.