HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Does trigger "suspend corpse decay" not work

07-13-2006, 06:19 PM#1
Sardius
I've tried using this trigger and I can't seem to make it work.

Unit - Suspend corpse decay for (Unit)

I've tried selecting the unit itself and have this trigger action before it dies, I've tried selecting the unit itself have this trigger action play right after it dies... and I've also tried.

Unit - Suspend corpse decay for (Dying Unit) W
hen the specific unit dies, and NONE of these triggers seems to have any effect on corpse decay at all, what am I doing wrong?
07-16-2006, 05:56 PM#2
Sardius
Can anyone help me with this? Basicly I don't want the corpses of paticular enemies to decay... Like the corpse of a boss a want to remain there because they're not really dead, and I don't want their corpse to decay.

Same with this golem enemy, because a flesh golem takes the place of an iron golem when it dies, so it has the effect like all the armor breaking off of the iron golem, but I don't want it to decay, I just want it to remain...

But dispite my combination of suspend corpse decay attempts, both the corpses decay quickly after their death's.
07-16-2006, 06:15 PM#3
Alevice
Try the object editor.
07-16-2006, 07:31 PM#4
Sardius
You mean under Death Type?

I've tried setting it to "does not decay" which only makes their corpse instantly vanish as soon as they die.
07-16-2006, 07:37 PM#5
Fireeye
i think i know what you want, you want that the corpse don't vanish after some time, right?
Go in the Game Constants and change the decay time of the fitting corpse to 100000.00, then the corpses need VERY long to decay (100000 sek = 1666,6667 min = 27,777778 h)
---Edit---
but if you want to use suspend corpse decay you have to wait, until the death animation is finished, that means, when i understood it right you need a wait-command.
Example:
Trigger:
Collapse Events
A Unit Dies
Collapse Conditions
Dying Unit-Type equal to Paladin
Collapse Actions
Wait 1.5 seconds
Unit - Suspend corpse decay for dying unit
07-16-2006, 07:47 PM#6
Rising_Dusk
The gameplay constant applies to all corpses, not just one.
I would recommend upon death of a boss-type unit to hide the dying unit, create another unit that looks identical to it, pause it, play its death animation, and leave it.

That will give the impression the body does not decay.
07-16-2006, 07:52 PM#7
Fireeye
You can change the armor type of normal units to one and the armor type of bosses to another one, also i edited the first post. (armor type does not have anything to do with defense type)
07-17-2006, 07:47 PM#8
Sardius
"I would recommend upon death of a boss-type unit to hide the dying unit, create another unit that looks identical to it, pause it, play its death animation, and leave it."

I did this, yah it worked quite well, thing is you can still select and attack the corpse because its a paused living unit, how do I make it so this corpse unit is non selectable?
07-17-2006, 07:51 PM#9
Alevice
Locust ability
07-17-2006, 08:06 PM#10
Sardius
I cannot select that ability in a trigger as "add ability" Locust does not even appear... I can't even find the ability in the ability editor either, did a search for locust and it only found locust swarm...

Which is off because in Unit Editor I can select the Locust ability, but as I said I cannot find it in the ability editor or add it via trigger.
07-17-2006, 08:14 PM#11
Fireeye
you can add it with a JASS Trigger, der Ability is called aloc.
It's one of these things you can't make with GUI.
To make it more easy for you, create 1 Trigger in GUI, with 1 ability (doesn't matter which), convert it to JASS and replace the ability with aloc, finished.
07-17-2006, 08:25 PM#12
Rising_Dusk
Jass is case sensitive, meaning you need to add 'Aloc', not 'aloc'.
Use this.
Trigger:
Blah
Events
Conditions
Collapse Actions
Custom Script - call UnitAddAbility(YourUnit, 'Aloc')
That action will add locust to the unit
07-17-2006, 09:20 PM#13
Sardius
Hmm, this worked on my spider enemy but not my golem boss... The spiders corpse remained, no problem... The golem still decays right after he dies, even with this trigger.

Trigger:
Actions
Sound - Stop music Immediately
Trigger - Turn off Specials <gen>
Unit - Remove (Dying unit) from the game
Unit - Create 1 Varax the Guardian for Player 2 (Blue) at (Position of (Dying unit)) facing (Facing of (Dying unit)) degrees
Set Corpse = (Last created unit)
Unit - Pause Corpse
Unit - Make Corpse Invulnerable
Custom script: call UnitAddAbilityBJ( 'Aloc', udg_Corpse )
Animation - Play Corpse's death animation

Any ideas? Is this simply the way golem death animation works? Leaving no remains after they break apart?