| 06-10-2006, 04:20 AM | #1 |
I'm sure this question is asked alot (sorry for asking again) But how do you hide a unit's death animation? Or even better, is there a unit that dies with a very hard to notice death animation? Please consider there will be red and blue flame where the unit will be. Oh, and the unit is 100% invisible. |
| 06-10-2006, 05:11 AM | #2 |
You can use a trigger to play a different animation when the unit dies. What are you trying to accomplish? I'm not certain I understand your goal. |
| 06-10-2006, 05:22 AM | #3 |
I think when a unit dies they get burned by fire or something, so there wudnt be need for a death animation. Just do something like A unit dies Remove dieing unit Create special effect at dieing units location Or something. |
| 06-10-2006, 08:38 AM | #4 |
Nah, i would set the animation speed to about 50000, so it would finish instantly without you noticing. |
| 06-10-2006, 02:00 PM | #5 |
Let me clerify this just a little. The unit is invisible, but when it dies (i kill it with triggers) a footman's death animation plays that really stands out. I just need that gone.Could I use remove unit instead of kill unit? wou;d that work, andif so would it require a null? I'm thinking of just using a wisp, since the fire SFX next to it will cover the tiny little explsion caused by a dead wisp (its just kinda vaporizes itself, watch the animation for death youll get it) |
| 06-10-2006, 02:22 PM | #6 |
Remove would work fine (as long as you don't try to reference something on the unit afterwards). |
| 06-10-2006, 02:39 PM | #7 |
can't you use "_" as model? |
| 06-10-2006, 02:43 PM | #8 |
"_"??? no im removing it and it works just perfect (first test i fergot to put on ghost and locust, lol) but otherwise it works 100% up to standards on what i wanted. |
| 06-10-2006, 02:44 PM | #9 |
There isn't a logical explanation for the footman unless you are exploding the unit and it has a model set in the art - special field |
