One of the core gameplay elements of my map is a data driven zone control system. There are a number of command points scattered across the map, and two teams - red and blue. Each point can be in one of three states - Red, Blue or Neutral. Each teams start with one command point, and all other points are neutral. Each state is a different unit with a different beacon model - neutral is terran beacon, red is zerg, blue is toss. Now attached to the red and blue beacon models, I have the archon model, using the "Stand Work Start" animation name (archon warp in progress) attached. For dramatic effect, I have this energy attachment start at the unit origin and then have it lift off the ground using a Site (Mover).
My problem comes in when one team captures a command point already owned by the other team. The actor is set to destroy when the "locked" behavior starts - this buff just starts when a command point changes ownership. However, it is not destroying. The result is that the enemy's energy attachment overlaps and it looks ugly. In fact, the actor is failing to respond to anything I try to do to tell it to destroy, or changes its opacity. I have tried multiple configurations, such as "ActorCreation.OtherCommandPoint - Destroy", "AbilMorph.EnemyCap.Start - Destroy" and "UnitBirth.EnemyCmdPt.Destroy". None of them worked. I have tried messing with the hosting fields... nada.
I am attaching a screenshot of the current actor configuration. If anyone can help me figure out whats wrong, it would be greatly appreciated.
I assume you are wanting it to play some animation before it gets destroyed or you could just have the behavior.on event kill it. (Edit) Also, you are checking to make sure that Behavior gets applied and the Validator is correct right?
One of the core gameplay elements of my map is a data driven zone control system. There are a number of command points scattered across the map, and two teams - red and blue. Each point can be in one of three states - Red, Blue or Neutral. Each teams start with one command point, and all other points are neutral. Each state is a different unit with a different beacon model - neutral is terran beacon, red is zerg, blue is toss. Now attached to the red and blue beacon models, I have the archon model, using the "Stand Work Start" animation name (archon warp in progress) attached. For dramatic effect, I have this energy attachment start at the unit origin and then have it lift off the ground using a Site (Mover).
My problem comes in when one team captures a command point already owned by the other team. The actor is set to destroy when the "locked" behavior starts - this buff just starts when a command point changes ownership. However, it is not destroying. The result is that the enemy's energy attachment overlaps and it looks ugly. In fact, the actor is failing to respond to anything I try to do to tell it to destroy, or changes its opacity. I have tried multiple configurations, such as "ActorCreation.OtherCommandPoint - Destroy", "AbilMorph.EnemyCap.Start - Destroy" and "UnitBirth.EnemyCmdPt.Destroy". None of them worked. I have tried messing with the hosting fields... nada.
I am attaching a screenshot of the current actor configuration. If anyone can help me figure out whats wrong, it would be greatly appreciated.
@Nahotnoj: Go
Behavior.CommandPointLocked.On
- Validate
- AnimPlay [death]
AnimDone
- AnimName [death]
- Destroy
I assume you are wanting it to play some animation before it gets destroyed or you could just have the behavior.on event kill it. (Edit) Also, you are checking to make sure that Behavior gets applied and the Validator is correct right?