• 0

    posted a message on Death Animation

    I am currently working on a bound map, and I have run into some issues which aren't too big of a deal, but lower the overall quality and flexibility of the map. My main problems have come with animations. What I am trying to do is, when a unit is killed by an explosion instead of the unit actually dieing, it's moved instantly back to the spawn and that unit's death animation plays, but this isn't working.

    Here is the code I am currently using:

       Actions
            Environment - Create a Small Protoss explosion at (Center of Level_001_022)
            Unit Group - Pick each unit in (Any units in Level_001_022 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Animation - Play Death animation for (Actor for (Picked unit)) as Default, using No Options options and Default Time blend time
                    Unit - Move (Picked unit) instantly to (Center of Level_001_Respawn) (No Blend)
                    Camera - Pan the camera for player (Owner of (Picked unit)) to ((Center of Level_001_Respawn) offset by (0.0, 0.0)) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    Unit - Order (Picked unit) to ( Hold Position) (Replace Existing Orders)
    

    No death animation is played for the picked unit. It's just simply teleported to the specified region.

    Also is it possible to just play the death animation of a unit at a specified region without ever spawning that unit? The default environment race explosions aren't very good for use in bounds, and I would prefer to use unit death animations.

    any help at all is greatly appreciated. Thanks!

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.