• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Corpse's Not Spawning

Status
Not open for further replies.
Level 4
Joined
Nov 24, 2007
Messages
55
Hello,

In my map, I am having a small problem. After the game has been going on for a while, typically 45 minutes or so, all of a sudden, some of the creeps (which are just based on things like dryads, aboms, etc.) will no longer play their death animations. They just disappear. Leaving no corpse behind. However, i can still use things like "Raise Dead" on them to raise skeletons etc. Anyone have any idea why this would be happening? I highly doubt I am reaching any sort of "unit" cap that would be causing this. Anyone have any ideas?

Thanks a lot if you know.
 
Level 4
Joined
Nov 24, 2007
Messages
55
how does one "remove" dead units? I assume it is triggered?

something like

Event - A Unit Dies
Cond - Unit not Hero
Action - Wait 10 seconds. Remove Dying Unit

? would that work/what you were implying?

As for too much happening, i feel my map is "tame" compared to somethign like DotA or Footies, and they don't have this problem. As for leaks, I am 99% sure I have removed leaks from "repetitive" triggers (i.e., triggers for spells and recurring events). I would post my map, but I highly doubt anyone would truly want to tredge through all the code I've written.

Edit: Also, This surprises me greatly that the wc3 engine doesn't clean out dead units anyways on its own. After all, if a unit has been dead for sometime, you can't use a spell like Raise Dead there.
 
Last edited:
Level 17
Joined
Aug 19, 2007
Messages
1,380
how does one "remove" dead units? I assume it is triggered?
, if you kill an unit ingame it dies, decays and is removed (you don't need to use triggers for that). The remove trigger is for if you want to remove a still living unit from the map.

Edit: Also, This surprises me greatly that the wc3 engine doesn't clean out dead units anyways on its own. After all, if a unit has been dead for sometime, you can't use a spell like Raise Dead there.
, it's called "decay", you set the time of decay of an unit in WE and you can also disable it for an unit. I think you problem has to do with lag.
 
Level 4
Joined
Nov 24, 2007
Messages
55
so you have confirmed what I thought, that such a trigger is un-needed, and that the Editor does in fact clean up corpses, which makes sense. Otherwise so many other games would crash.

So if "lag" is causing corpses to not 'appear' and death animations to not be played, define "Lag". I assume you are not referring to network-lag (we were testing on a LAN, of which I was the host).

I assume you refer to then too many triggers firing on events such as spells cast? Or perhaps are you implying I am creating too many units (such as Dummies to cast spells, or just summon units)?

Thanks,
 
Level 12
Joined
Aug 22, 2008
Messages
911
Death animation is a must for a good map, however you can make the unit "Can't raise, Does not decay" to disable the decaying process and maybe remove lag.
What the death time in the object editor do is decide how much time there is between the start of the Death animation and the start of the decay process, therefore technically it should be as long as the unit's death animation precisely. It has nothing to do with death anim play speed.
 
Level 18
Joined
Feb 9, 2008
Messages
1,504
Death animation is a must for a good map, however you can make the unit "Can't raise, Does not decay" to disable the decaying process and maybe remove lag.
What the death time in the object editor do is decide how much time there is between the start of the Death animation and the start of the decay process, therefore technically it should be as long as the unit's death animation precisely. It has nothing to do with death anim play speed.


Doesn't Death Speed also create a delay inbetween the animation and decay/dissipate?
 
Level 4
Joined
Nov 24, 2007
Messages
55
I haven't messed with any death-time's what-so-ever for any of the units, just letting all models be at their default decay-speed.

However, I have imported some models, and may need to change their death time...

I intend to this evening have some people over to test my map (it is 8 player), and the only real difference (in terms of lag reduction) will be to reduce the number of doodads on the map (I have a bunch of unnecessary trees lying around just to make the map not look so barren.) We will see if the game crashes again or if unit's stop dying.
 
Level 12
Joined
Aug 22, 2008
Messages
911
However, I have imported some models, and may need to change their death time...
That's easy, the WE model viewer gives you the precise duration of each animation (including death which varies, to decay which must be 60 seconds). Simply go to your model's death animation and set the death time to that value.
Doesn't Death Speed also create a delay inbetween the animation and decay/dissipate?
As far as I can remember there's no Death Speed in the Object Editor, please explain to me if I'm wrong or something else.
 
Level 4
Joined
Nov 24, 2007
Messages
55
Well, after some testing, I am not sure the problem was fully resolved. I will say this though: After removing numerous amounts of needless Doodads (trees no one could see), the map functioned much better, and the corpse problem was no more. Strange...
 
Status
Not open for further replies.
Top