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There are two solutions.Now the Ash Worms whenever its created will come out of the ground and shout (I made sound actors).. It seems okay.. But when I use this in game.. When I summon the Ash Worm while there are hostile units in range (so when it wants to attack, while doing that unburrow animation).. It attacks weird, like its stuck.. and when its done attacking.. it acts normal again.. I assume that this behaviour the unit shows is because it wants attacking while doing the unburrow animation.. I want to let the aimation be fully finished, before it starts attacking.. In other words, the Ash Worm may not attack while unburrowing when summoned..
Not entirely sure what is creating this. If it is an actor try adding an event for orphan (when the actor's host actor is destroyed) that destroys itself.An other thing, is that the Ash Worm has got a Lava hole under him , where he comes out.. The problem is, that it wont go away after the Ash Worm dies.. I want it to vanish together with the dead body of the ash worm (his body DOES vanish in short time)..
There are two solutions.
1. Cancel the birth animation when attacking so it sort of skips it. This is how the Raven deployed auto turrets work. Might be very ugly in this case.
2. Use a behaviour given to the unit when created that disables it from attacking. This behaviour lasts only as long as the birth animation. This will produce correct results as it forces a period of deterministic "no attacking" suitable for playing the birth animation even if the birth animation is never played (the player is not viewing the area). This likely produces the most correct results for such a model.
Not entirely sure what is creating this. If it is an actor try adding an event for orphan (when the actor's host actor is destroyed) that destroys itself.
The unit is dead and so is the actor (as they usually are destroyed on death) thus it cannot burrow?You know why the following simply doesn't work:
Does the base have a burrow animation? I thought they were meant to remain forever.Or am I missing something?
Does the base have a burrow animation? I thought they were meant to remain forever.
The unit is dead and so is the actor (as they usually are destroyed on death) thus it cannot burrow?
Try a "Destroy AshWormBase" in response to actor destruction event. I believe the actor "AshWormBase" is the lava pool underneath.
To stop it instantly disappearing with the death of the ash worm you may need to use timers, or fades or something like that.
