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Using Non-models as models ;)

01-02-2007, 05:39 PM#1
WNxCryptic
Alright, so my current project makes use of destructible models as the actual model of units...

Obivously these destructibles are lacking any kind of "death animation" so after being destroyed, the model remains for 20-40 seconds after which it just disappears. Is there any simple way to have it be removed immediately after it is destroyed, or perhaps to have the model sink into the ground and then be removed from existence (for at least a basic death-effect)...

I've never done modeling, so modifying the model to include a death animation is out of the question, I think.
01-02-2007, 06:00 PM#2
Pyrogasm
Trigger:
Collapse Events
Unit - A unit dies
Collapse Conditions
Collapse Or - Any Conditions are true
(Unit type of (triggering unit)) equal to Your Unit 1
(Unit type of (triggering unit)) equal to Your Unit 2
(Unit type of (triggering unit)) equal to Your Unit 3
Collapse Actions
Unit - Remove (Triggering unit) from the game
Set Temp_Point equal to (Position of (Triggering unit))
Special Effect - Create a special effect at Temp_Point using <Your SFX path here>
Custom Script: call RemoveLocation( udg_Temp_Point )
Special effect - Destroy (Last created Special effect)
With the above trigger you can remove the unit and create a special effect at the unit's location. Might that help?

EDIT: Don't destructables have a death animation? Since they're destructables? Crates and exploding barrels and the like have death animations, do they not?
01-02-2007, 06:11 PM#3
WNxCryptic
Yes, they do...but certain thinks like Rocks and mushrooms do not.

I'll give that a try...see if I can't find a special effect I like.
01-02-2007, 06:25 PM#4
wyrmlord
Rocks and mushrooms are doodads. Since doodads aren't able to be killed, the people making the models didn't need to bother with a death animation for the models. What you could do is use the function SetDestructableOccluderHeight which should set the destructable to a certain height above the ground. Just make a timer and reduce the height little by little which should make it look like the destructable is sinking.