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Building dies after way to long time

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I want to use doodads as the art model of a building. But every time i do that, the building has no death animation and will continue to live for about 36 seconds after its beeing killed. I already tryed to set the "death time" to a very low digid, but it does not help. Is there any easy fix to that?

thank you in advance!
 

Uncle

Warcraft Moderator
Level 73
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I want to use doodads as the art model of a building. But every time i do that, the building has no death animation and will continue to live for about 36 seconds after its beeing killed. I already tryed to set the "death time" to a very low digid, but it does not help. Is there any easy fix to that?

thank you in advance!
Hello, if models don't have a Death animation then you're going to experience the issue you described:
1712849547052.png

^ Note how the previewer on the left doesn't show any animations. Normally you can view Stand, Death, Attack, etc.

The solution is to either modify the model in a 3d modeling program to give it a Death animation.

Or trigger the death animation yourself:
  • Basic Death Animation
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Farm
    • Actions
      • -------- Create an explosion effect: --------
      • Set VariableSet Anim_Point = (Position of (Triggering unit))
      • Special Effect - Create a special effect at Anim_Point using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation( udg_Anim_Point )
      • -------- --------
      • -------- Remove the building from the game: --------
      • Unit - Remove (Triggering unit) from the game
I attached a map with that trigger in it. I also added an Advanced trigger that makes the Building sink into the ground if you'd like to use that. Just remember to update the Unit-Type check to ensure that it matches your own Unit or Units:
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to Farm <-----
There's some extra stuff in the Advanced Death Animation trigger that you will have to modify to fit your needs:
  • -------- Create a Special Effect that mimics your Unit: --------
  • Special Effect - Create a special effect at Anim_Point using Doodads\Village\Structures\VillageBuilding\VillageBuilding0.mdl
  • -------- --------
  • -------- Modify the duration of the death animation, the rate at which it falls over, and the scale + facing direction of the Special Effect: --------
  • Set VariableSet Anim_Duration[Anim_Index] = 2.00
  • Set VariableSet Anim_Fall_Rate[Anim_Index] = 6.00
  • Special Effect - Set Scale of Anim_Effect[Anim_Index] to 1.00
  • Special Effect - Set Yaw of Anim_Effect[Anim_Index] to: (Radians(270.00))
Lastly, don't forget to Enable JassHelper in the Trigger Editor if you haven't already, otherwise you'll get errors:
enable_jh.png
 

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Level 2
Joined
Apr 11, 2024
Messages
6
Hello, if models don't have a Death animation then you're going to experience the issue you described:
View attachment 469289
^ Note how the previewer on the left doesn't show any animations. Normally you can view Stand, Death, Attack, etc.

The solution is to either modify the model in a 3d modeling program to give it a Death animation.

Or trigger the death animation yourself:
  • Basic Death Animation
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Farm
    • Actions
      • -------- Create an explosion effect: --------
      • Set VariableSet Anim_Point = (Position of (Triggering unit))
      • Special Effect - Create a special effect at Anim_Point using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation( udg_Anim_Point )
      • -------- --------
      • -------- Remove the building from the game: --------
      • Unit - Remove (Triggering unit) from the game
I attached a map with that trigger in it. I also added an Advanced trigger that makes the Building sink into the ground if you'd like to use that. Just remember to update the Unit-Type check to ensure that it matches your own Unit or Units:
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to Farm <-----
There's some extra stuff in the Advanced Death Animation trigger that you will have to modify to fit your needs:
  • -------- Create a Special Effect that mimics your Unit: --------
  • Special Effect - Create a special effect at Anim_Point using Doodads\Village\Structures\VillageBuilding\VillageBuilding0.mdl
  • -------- --------
  • -------- Modify the duration of the death animation, the rate at which it falls over, and the scale + facing direction of the Special Effect: --------
  • Set VariableSet Anim_Duration[Anim_Index] = 2.00
  • Set VariableSet Anim_Fall_Rate[Anim_Index] = 6.00
  • Special Effect - Set Scale of Anim_Effect[Anim_Index] to 1.00
  • Special Effect - Set Yaw of Anim_Effect[Anim_Index] to: (Radians(270.00))
Lastly, don't forget to Enable JassHelper in the Trigger Editor if you haven't already, otherwise you'll get errors:
View attachment 469292
Thank worked! Thank you so much!
 
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