Death Animation for Doodad

Templarion

Member
Reaction score
8
Hello again guys. I was just going to answer that one guy questions about "marines and sounds" but you were faster. Darn... ;)

So, I decided to ask my own stupid question. Here it comes:

My unit "Wall" is based on "Farm" but it's model has been changed to doodad "Wall End Short Base". When it is destroyed, no death animation is played - because there is no one. That doesn't look very nice.

How can I make a death animation easily to the unit?
I hope it can be made by triggers and using some other structure's death animation? Right? Decay animation would be nice too...

So, any ideas?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
1.
Use another model.

2.
Export the current model, and add a death animation yourself (Good luck).

3.
Event:
- A unit dies
Conditions:
- Unit-type of (Dying unit) equal to ...
Actions:
- Unit - Replace (Dying unit) with <some unit that 'works'>
- Unit - Kill (Last replaced unit)

4.
Anyone?
 
S

=Scotvenom=

Guest
They're kindly folk, glad to have had their question answered, that don't want to waste the time of people who may have the answers to other people's unanswered questions :)

Still, its a good idea to leave them open I think, so people like me without answers for other people's questions have something to do :p
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
[Off topic]

You know, when a see a post titled "Plz HELP MEEEEEE!!!!",
it's a (really) good guess that I won't find anything new or even just interesting there.
However, I still do read everything (so to say)...

Closing a thread is way too final.
That's a bit like "This is my thread with my problem. You don't touch it!"...

Yes, I'm just seeing things, obviously.

Still, every now and then, someone comes with a new reply even after the original poster is "happy".
Which is good.
We're a community.
Or, at least, supposed to be one.
(Yes, we are, don't worry)

On the other hand, I don't really like the Revival of the Ancients(*) either...
(You know, like threads from january 2004...)


Well... :D


Happy mapping,
AceHart


(*) or RotA for short
 
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