Body Squibs aren't as important though. The terrain squibs appear to be visible at all times, so a cloaked or buried unit - if you don't disable the terrain squib (which a lot of normal buried units do) - then those unit's terrain squibs will be visible even when they are cloaked or buried, making it an interesting game-play influencing mechanic.
If not all units share this, then it can actually lead to imbalance.
Well, I am not new to mapping. I just am not that great with actors that I know all the tricks about them. Though, actors are the most complicated and difficult part of the data editor in my opinion.
At least you can do a lot with only simple actors already.
As for this topic - it's solved and I added an entry into the old wiki about terrain squibs.
I was mainly wondering why some of my units had the effect and some didn't, so I wanted to know what caused them to have it so I can either remove it from all or add it to all. Now we can decide since I figured it out.
There is a field named "Physics - Terrain Squibs" and an actor event "Unit.Birth -> TerrainSquibActivateGroup RippleStandard" and I think this is related to this, but I have to test it.
Edit: Yes, that's it. Copy-paste the Physics Terrain Squibs from any other unit (maybe one of the size of your unit is better) and make the actor event:
Unit.Birth.<your unit>
TerrainSquibActivateGroup RippleStandard
You have to type in "RippleStandard". Now when your unit walks through water there will be a splash effect around it.
Some units, when they walk through shallow water, have a splash animation wherever they walk. Some others don't, some of course don't need it (Archon). What fields in a unit actor are responsible for that?
On our map we have the problem that invisible units still make the splash. As for the game aspect, we are not yet sure if we want this or not, but in either case we need to figure out how to change it so that ALL our units have this splash or NONE.
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Body Squibs aren't as important though. The terrain squibs appear to be visible at all times, so a cloaked or buried unit - if you don't disable the terrain squib (which a lot of normal buried units do) - then those unit's terrain squibs will be visible even when they are cloaked or buried, making it an interesting game-play influencing mechanic.
If not all units share this, then it can actually lead to imbalance.
Well, I am not new to mapping. I just am not that great with actors that I know all the tricks about them. Though, actors are the most complicated and difficult part of the data editor in my opinion.
At least you can do a lot with only simple actors already.
As for this topic - it's solved and I added an entry into the old wiki about terrain squibs.
I was mainly wondering why some of my units had the effect and some didn't, so I wanted to know what caused them to have it so I can either remove it from all or add it to all. Now we can decide since I figured it out.
There is a field named "Physics - Terrain Squibs" and an actor event "Unit.Birth -> TerrainSquibActivateGroup RippleStandard" and I think this is related to this, but I have to test it.
Edit: Yes, that's it. Copy-paste the Physics Terrain Squibs from any other unit (maybe one of the size of your unit is better) and make the actor event:
Unit.Birth.<your unit>
TerrainSquibActivateGroup RippleStandard
You have to type in "RippleStandard". Now when your unit walks through water there will be a splash effect around it.
Some units, when they walk through shallow water, have a splash animation wherever they walk. Some others don't, some of course don't need it (Archon). What fields in a unit actor are responsible for that?
On our map we have the problem that invisible units still make the splash. As for the game aspect, we are not yet sure if we want this or not, but in either case we need to figure out how to change it so that ALL our units have this splash or NONE.