[HD/Misc] Suicide Peon explodes without explosions.

Hello Hive,

I have here an Orc Peon Breacher, which is the equivalent to the Goblin Sapper. He's essentially the Petard.
I tried getting him to go BOOM, but the explosion effects won't show despite my effort in managing the visibility. Could it be a patch thing? I ask because I have Patch 1.26. I'm trying to avoid Reforged.

Resource Credits:
~ I have included vile's CorpseExplodeFire/HumanLargeDeathExplode.mdx onto the Attachment called "CorpseExplodeFire."
~ I've used Ujimasa Hojo's Peon resource.
~ I gave it the WC2_Peon skin by Deolrin and Mr.Goblin.
~ I (StonemaulMidget) gave it the Stand Channel Animation, rewrote the Stand Lumber, Walk Lumber, and Death animations, and made a custom helmet for it.
 

Attachments

  • WC2_Peon.blp
    86 KB · Views: 5
One of the attachments has an absolute path instead of relative path, meaning that by uploading this file here you have leaked onto the internet information about your user account name on your Windows computer and other data about where and how you organize files on your computer (BtDP Project_LoredPerenoldeII, StonemaulMidget folder on your desktop, HordeOfDraenor folder inside that, etc)

It's possible that this absolute path is creating a problem for you, but if that's not it, you could also try tweaking the attachment object names. It seems like War3 usually used Thing Ref with the Ref in it, or else BirthLink. I'm forgetting if the names have a special requirement -- I don't remember any special requirement -- but if your organize your data in a manner closer and closer to the known working state of ingame models, then eventually your data should work.

It appears that these attached models function as expected in the Hive Sanity Tester, which suggests that you are not very far off from a working model given that our community viewer code understands what your model is trying to express and it's just the War3 game that doesn't.
 
"Ref" seems to be something they put at the end, and "BirthLink" appears to be something that takes the place of the full name. Really I'm just suggesting to copy the contents of the ingame models more closely. When I wrote that stuff about names, I was speculating while not at a windows computer with the world editor.

But actually looking at your model in World Editor, I think the problem is not the names. I can see it obviously doing the explosion models in some cases. The bigger issue seems to be their animation timing. Your thought process is fairly logical that you would make them appear during "Death" and hide otherwise. But I think that although this world [works*] with Night Elf and Undead birth animations, it might be that the hidden attached models play too soon or something and end up not animating correctly / not displaying. Even though they sometimes show in the previewer, so it's not as if the game was totally incapable of handling them.

Have you tried looking at the Barrel of Explosives model and copying its EventObject instead of using an Attachment for this? From what I recall, the explosion event object works great as a death animation and definitely only creates & animates the second model instance -- in this case NeutralBuildingExplosion -- when the event fires.
 

Attachments

  • BreacherNew_5b.mdx
    55.4 KB · Views: 3
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