So I have a map that spawns a wave of terran forces (via drop pod) every 30 seconds or so off screen. The drops work great, except for the fact that the drop models don't seem to despawn properly when their animation is done. (see picture)
I am creating these drop pods using the following trigger:
with DropPoint and DropGroup being point/group variables I'm using.
Does anyone know of a way I can clean this up? I don't believe the drop pods leave any kind of script-model reference, so I'm not sure if I can clear these up via trigger, but I'd love to know if anyone here has any advice.
If you are using the normal Campaign-Trigger, the Drop Pods should be killed automatically.
I'm using Zerg Drop Pods and sometimes these Drop Pods seem to freeze mid air and only disappear once the Trigger "kills" them.
Could it be by any chance that you are using other Triggers which somehow also apply to spawning Drop Pods and mess up the animation?
I am indeed using the normal campaign trigger, I tried calling
Unit - Kill (Last created cargo unit) and
Unit - Kill (Last created unit)
right after my drop pod trigger as well, to no avail.
On further testing, they seem to be only sticking around when they drop in the fog war though. When I use a map cheat it seems to work fine.
@Oatin: Go
I am indeed using the normal campaign trigger, I tried calling Unit - Kill (Last created cargo unit) and Unit - Kill (Last created unit) right after my drop pod trigger as well, to no avail.
This is not necessary. Inside the Campaign Trigger there is already a Trigger which kills the spawned Drop Pod.
@Oatin: Go
On further testing, they seem to be only sticking around when they drop in the fog war though. When I use a map cheat it seems to work fine.
I have suspected it to be an issue related to the fog of war and it seems to be true.
So, if the Drop Pod spawns in the Fog of War (since it can be seen there) and you move units into the region and clear the fog, the Drop Pod animation stops playing? Need to test this.
It spawns in the fog of war, but doesn't despawn, when I move units in to clear the fog, the pods still don't despawn. Although, using the fog of war cheat "tooktheredpill" does seem to clear out the pods for some reason :S
I haven't touched either of them. If you'd like to see what I'm talking about, you could grab the map at http://www.sc2mapster.com/maps/kerrigans-vengeance/ and once it's running just scroll to the very extreme top-left corner of the map to where one of the drop pod locations is.
It must have something to do with the fog, but I can't for the life of me figure out a way around it..
I confirm the issue is related to the non-black fog of war. If a drop pod spawns in it then it's falling model sticks around til you walk to where it landed. I've tried changing the Fog Visiblity variable for the Drop Pod Terran actor to both Hidden and Visible and neither seem to change anything.
So I have a map that spawns a wave of terran forces (via drop pod) every 30 seconds or so off screen. The drops work great, except for the fact that the drop models don't seem to despawn properly when their animation is done. (see picture)
I am creating these drop pods using the following trigger:
with DropPoint and DropGroup being point/group variables I'm using.
Does anyone know of a way I can clean this up? I don't believe the drop pods leave any kind of script-model reference, so I'm not sure if I can clear these up via trigger, but I'd love to know if anyone here has any advice.
Thanks,
@BiweeklyAaron: Go you have to kill them when they touch the ground, so they play their death animation then vanish.
@SoulFilcher: Go
What, you mean like a unit-kill?
@BiweeklyAaron: Go
If you are using the normal Campaign-Trigger, the Drop Pods should be killed automatically.
I'm using Zerg Drop Pods and sometimes these Drop Pods seem to freeze mid air and only disappear once the Trigger "kills" them. Could it be by any chance that you are using other Triggers which somehow also apply to spawning Drop Pods and mess up the animation?
@Oatin: Go
I am indeed using the normal campaign trigger, I tried calling Unit - Kill (Last created cargo unit) and Unit - Kill (Last created unit) right after my drop pod trigger as well, to no avail.
On further testing, they seem to be only sticking around when they drop in the fog war though. When I use a map cheat it seems to work fine.
This is not necessary. Inside the Campaign Trigger there is already a Trigger which kills the spawned Drop Pod.
I have suspected it to be an issue related to the fog of war and it seems to be true.
So, if the Drop Pod spawns in the Fog of War (since it can be seen there) and you move units into the region and clear the fog, the Drop Pod animation stops playing? Need to test this.
@Oatin: Go
It spawns in the fog of war, but doesn't despawn, when I move units in to clear the fog, the pods still don't despawn. Although, using the fog of war cheat "tooktheredpill" does seem to clear out the pods for some reason :S
@BiweeklyAaron: Go
They don't disappear at all? At least, my Drop Pods vanish once the Trigger kills them. Have you changed something in the Drop Pod Unit or Actor?
@Oatin: Go
I haven't touched either of them. If you'd like to see what I'm talking about, you could grab the map at http://www.sc2mapster.com/maps/kerrigans-vengeance/ and once it's running just scroll to the very extreme top-left corner of the map to where one of the drop pod locations is.
It must have something to do with the fog, but I can't for the life of me figure out a way around it..
@BiweeklyAaron: Go
I confirm the issue is related to the non-black fog of war. If a drop pod spawns in it then it's falling model sticks around til you walk to where it landed. I've tried changing the Fog Visiblity variable for the Drop Pod Terran actor to both Hidden and Visible and neither seem to change anything.
Gonna bump this one last time, the solution is still eluding me!!