Wow, 2 spam posts within 24 hours. There are two causes. The Stats - Death Time of the unit is infinite or the death actor is failing to destroy the model in which case you must add backup events to act as a kill switch.
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Death actors are Model type actors set under the Unit type actor. They are created when the life of the unit hits 0. Several campaign units use custom death actors. You can learn alot from them.
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@Vietman - If you figure out how to solve this, please pm me. I'm having the same issue. I'm using some story models/doodads for some of my structures that have wonderful death animations, but then some chunk of the destroyed model is still there and doesn't fade away. I can make the model disappear on death but then it doesn't play the death animation. I'd like a way to have it play the death animation then disappear if possible.
Also, the actor for these structures have a (UnitDeath.<unit> ==> Destroy) event, so I don't know why they don't go away after.
Worst case you could put in a looping timer that has validated self destructs. So in short timer A loops and each time A expires it has a valiadte unit term that checks for the dead filter (Unit Filters validator) on the unit which then starts timer B. Timer B on expiration destroys the actor.
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I'm new to most things within actors, but validators I can deal with. Do I create an event in the actor that runs the validator to see if it returns true?
Use a Validate Unit term between your event and your action. As stated like to use a looping timer system as a self destruct system.
If the term returns true then the action occurs (in this case the destroy). The timer is just to make sure the destruction can trigger every few seconds.
I have 2 units (a building and a unit) which are both from the campaign, that do not disappear like the other units after a few seconds when it dies.
The death animations always play then disappear off the ground after a few seconds, but these units do not.
Right now its the Archive(structure) from one of the Protoss missions, and the automobile models that civilians use in missions.
Anyone know how to solve this problem? The actor may not be playing the same way as the other units do.
Good, imagine the massacre on the map after just a few minutes :) seriously!
Wow, 2 spam posts within 24 hours. There are two causes. The Stats - Death Time of the unit is infinite or the death actor is failing to destroy the model in which case you must add backup events to act as a kill switch.
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
Are death actors put in by default on most structures? What events trigger the destruction of the model?
Death actors are Model type actors set under the Unit type actor. They are created when the life of the unit hits 0. Several campaign units use custom death actors. You can learn alot from them.
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
So the events tab of the actor should be updated to confirm the destruction of the model? I should add an event that does so, right?
@Vietman - If you figure out how to solve this, please pm me. I'm having the same issue. I'm using some story models/doodads for some of my structures that have wonderful death animations, but then some chunk of the destroyed model is still there and doesn't fade away. I can make the model disappear on death but then it doesn't play the death animation. I'd like a way to have it play the death animation then disappear if possible.
Also, the actor for these structures have a (UnitDeath.<unit> ==> Destroy) event, so I don't know why they don't go away after.
@Arangarx: Go
I'm still unsure.... I ran the event like you said but the model still doesn't seem to be disappearing.
You might have to work with it a little or maybe just lower the death model size to keep it from being a problem.
The other structures don't seem to be much of a help in their actor events either.
Worst case you could put in a looping timer that has validated self destructs. So in short timer A loops and each time A expires it has a valiadte unit term that checks for the dead filter (Unit Filters validator) on the unit which then starts timer B. Timer B on expiration destroys the 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
@DrSuperEvil: Go
I'm new to most things within actors, but validators I can deal with. Do I create an event in the actor that runs the validator to see if it returns true?
Use a Validate Unit term between your event and your action. As stated like to use a looping timer system as a self destruct system.
If the term returns true then the action occurs (in this case the destroy). The timer is just to make sure the destruction can trigger every few seconds.
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
How do I create a timer? Is it the one created through triggers?
No, under actor events. Like the brutalisk roar. You use the Timer Expired event, the Timer Name term and the Timer Set action.
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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
Okay, so right now here's how I laid out my events:
Event: TimerExpired
->ValidateUnit DestroyDeathModel (This is the validator)
->TimerName Unitdeathtimer
(Action) - TimerSet 5 (Base), 5(Range) Unitdeathtimer
Like I said, I'm still new to the actors part of the data editor, but I ask if this is right, and do I add a Unit Death event after this one?
You need
Actor Creation -> Timer set
Timer Expired -> Timer set
Timer Expired -> Validate Unit -> Destory
The way you currently have it set up the timer loop will interrupt itself and stop working.
The Timer Name term is only needed if the actor has several different timers. This is to prevent timer systems replicating to a game crashing degree.
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
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@DrSuperEvil: Go
Okay, here's the final layout, just for you to see if there's anything wrong:
Event: ActorCreation: Archive
Action: TimerSet 5 (Base), 5 (Range) UnitdeathtimerA
Event: TimerExpired:
Action: TimerSet 5 (Base), 5 (Range) UnitdeathtimerB
Event: TimerExpired
->ValidateUnit DestroyDeathModel (Validator)
Action: Destroy
With actor creation there is no need to specify a specific actor.
With the timer set the range is the random value added to the base. You are making it any value between 0 and 10 with that.
Make both the timersets timerA
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@DrSuperEvil: Go
Okay, I changed the layout just as you said, except the death model isn't being removed after a few seconds.
There might be a problem with either the timer name or the validator, does the name have to be exactly "timerA"?
My validator checks if the unit is dead, just to say if I was missing anything else.
Name can be anything as long as any associated timer name terms use the same spelling.
As a test set the timer duration to 10 seconds and remove the validator and see if the model removes itself. Then you know what the problem is.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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@DrSuperEvil: Go
Ok now I am sure that the validator is the thing that isn't working, but what do I change?
Should I change the Validator - Unit - Value to "Source" or "Unit Origin", or is it something else I'm missing
Currently what the validator searches for is a Required: Dead for the unit model to be destroyed.