Hey guys, little Problem : My (actually working) trigger looks like this:
UnitIncapacitatingHPEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(fromAnyeffects)LocalVariablesConditions(Ownerof(Triggeringunit))==1ActionsGeneral-Wait0.2GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If((Triggeringunit)hasValerian02a-Incapacitated)==trueThenAnimation-PlayDeathanimationfor(Actorfor(Triggeringunit))asDefault,usingNoOptionsoptionsandDefaultTimeblendtimeUI-Display"Hero down !"for(Allplayers)toSubtitleareaUnit-Set(Triggeringunit)Lifeto1.0TextTag-Createatexttagwiththetext"Hero Down "for(Allplayers),usingafontsizeof28,at(Positionof(Triggeringunit))andheightoffset0.2,initiallyVisible,andfogofwarenforcementsettofalseTextTag-SetDurationtimefor(Lastcreatedtexttag)to4.0secondsTextTag-Setthevelocityof(Lastcreatedtexttag)to0.3coordinatespersecondatanangleof90.0degreesfromhorizontalTextTag-SetfadedtransparencyofAllfor(Lastcreatedtexttag)to20.0%Action_aktualisiereBars()General-Wait1.6GameTimesecondsUnit-Add2SlowAnimationTimeto(Triggeringunit)from(Triggeringunit)Else
What this does (or shoud do) is play the deathanimation when any unit gets incapacitated, then wait for a moment and then stopping the unit animation (i used timescale behaviour to nearly pause the unit.
Actually, THIS trigger works. BUT, now the BIG BIG problem.
Wtih units like Marine this does not work. Why? The Actor "Marine" itself has no "Death" animation anymore. Instead it seems some units now use more than one actor, in this Case there is a Marine_Death Actor with several Deathvariations.
Now the Question:
Which trigger is needed to play a marines death animation? Or is there a working way in Dataeditor (i didnt find one, tried a lot within the actors with events, but nothing seemed to work ... the best i could achive is that the actor disappeared :D)
I think it has something to do with the
" Animation - Play Stand animation for (Actor connected to Actor via reference Name) as Default, using No Options options and Default Time blend time"
but i cant figure it out ... Tried for hours now...
If someone knows the answer, i would be very thankful ....
I don't know a direct solution to this problem (I tried finding it myself) but as a workaround I hid the marine and created a new one in it's place, then immediately executed a silent kill on it. I then paused the animation after a few seconds.
Thx for the reply, but i fear that wont help in my case.
I make a Turn Based RPG like Final Fantasy, and i need that for a revive system. Actually i started months ago, made a break due to a lot of RL-Work, and now wanted to continue and finish it, just to find out that this doesn´t work anymore :D )
. The Problem with your suggestion is: when i replace it with a unit and kill that unit i have nothing left so "select" for the player if he uses a reviveskill/item.... Actually it even seems i cant pause animation on dead units....
Does anybody know WHY Blizzard changed the animationsystem this way? This has no advantages over the old "1 actor - 1 unit" system... oh boy...
You could make your revive item/skill an AOE effect and cloak the marine hero, so he'll still be in place of the dummy marine corpse.
You can pause the animation for dying units. The message you want is AnimSetPausedAll. Just send it to the actor of the dying unit after a short wait and that should do the trick. Alternatively you can modify the UnitDeathModel actor to automatically send this message after a timer (I find 4 seconds to be the best amount of time.) Doing this would cause almost every unit's corpse to remain permanently on the ground unless you remove death actors via triggers.
Im probably wrong here but it does sound like you are telling the actor to play the death animation instead of the unit. Arent actors linked to units and if you told a marine to die it would call up the appropriate actor for this animation... I mean if a marine dies in a melee game, it knows which actor to use.
I tried it now with your Idea, but it seems it does not work either. (Or maybee i cant get it to work), but
Actor - Send actor message "AnimGroupApply Death" to main actor of unit Marine [130.23, 116.73]
does not work . Tried some different Properties, but the marine never does anything. And "pLAY Animationy" doesnt work either...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys, little Problem : My (actually working) trigger looks like this:
What this does (or shoud do) is play the deathanimation when any unit gets incapacitated, then wait for a moment and then stopping the unit animation (i used timescale behaviour to nearly pause the unit. Actually, THIS trigger works. BUT, now the BIG BIG problem. Wtih units like Marine this does not work. Why? The Actor "Marine" itself has no "Death" animation anymore. Instead it seems some units now use more than one actor, in this Case there is a Marine_Death Actor with several Deathvariations.
Now the Question: Which trigger is needed to play a marines death animation? Or is there a working way in Dataeditor (i didnt find one, tried a lot within the actors with events, but nothing seemed to work ... the best i could achive is that the actor disappeared :D) I think it has something to do with the " Animation - Play Stand animation for (Actor connected to Actor via reference Name) as Default, using No Options options and Default Time blend time" but i cant figure it out ... Tried for hours now...
If someone knows the answer, i would be very thankful ....
I don't know a direct solution to this problem (I tried finding it myself) but as a workaround I hid the marine and created a new one in it's place, then immediately executed a silent kill on it. I then paused the animation after a few seconds.
Thx for the reply, but i fear that wont help in my case.
I make a Turn Based RPG like Final Fantasy, and i need that for a revive system. Actually i started months ago, made a break due to a lot of RL-Work, and now wanted to continue and finish it, just to find out that this doesn´t work anymore :D ) . The Problem with your suggestion is: when i replace it with a unit and kill that unit i have nothing left so "select" for the player if he uses a reviveskill/item.... Actually it even seems i cant pause animation on dead units....
Does anybody know WHY Blizzard changed the animationsystem this way? This has no advantages over the old "1 actor - 1 unit" system... oh boy...
You could make your revive item/skill an AOE effect and cloak the marine hero, so he'll still be in place of the dummy marine corpse.
You can pause the animation for dying units. The message you want is AnimSetPausedAll. Just send it to the actor of the dying unit after a short wait and that should do the trick. Alternatively you can modify the UnitDeathModel actor to automatically send this message after a timer (I find 4 seconds to be the best amount of time.) Doing this would cause almost every unit's corpse to remain permanently on the ground unless you remove death actors via triggers.
Im probably wrong here but it does sound like you are telling the actor to play the death animation instead of the unit. Arent actors linked to units and if you told a marine to die it would call up the appropriate actor for this animation... I mean if a marine dies in a melee game, it knows which actor to use.
I tried it now with your Idea, but it seems it does not work either. (Or maybee i cant get it to work), but Actor - Send actor message "AnimGroupApply Death" to main actor of unit Marine [130.23, 116.73] does not work . Tried some different Properties, but the marine never does anything. And "pLAY Animationy" doesnt work either...