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Unit hard & soft death issue
Posted: Fri Dec 15, 2006 4:22 pm
by Welly
I've got this unit with the same dying (softdeath) and exploding (harddeath) PRGR. When dead, the unit drops a projectile which is a sequence of the unit literally fading away, done through Amber.
But when Alric has at him with Balmung, the unit does not always release the proj group. Instead of fading, he simply sometimes just disappears when he dies half the time.
This is bad because Alric with that sword is probably going to be the only guy who gets to kill these units.
Does this have something to do the the harddeath system shock in the Mons tag? or the object tag for the "fading away" sequence for the projectile? or what the hell?
1. How can I make the unit Always fade away?
2. On a slightly different topic there some way to make a unit's dying and death sequence, when killed by electricity, not get that blackened, charred appearance? So that he looks like he was just dropped by arrows, swords, etc.. not fetch or alric's sword.
Posted: Fri Dec 15, 2006 4:56 pm
by Khadrelt
If a projectile's damage type is Explosive Electricity (which Balmung and fetch lightning are) it automatically makes whatever it kills turn into crispy black chunks of smoking flesh.
I'm assuming that the fading-away projectile is like the 'dying body' projectile most Myth units have. It could be that when your unit is dying, the electircity from Balmung zapping by it is destroying the 'dying body.' Is the object tag of the dying body projectile invincible? I would think that would prevent the electricity from destroying it. It won't make your unit invincible, but it WILL make your unit's dead body invincible, do it can't be destroyed before its sequence is complete.
What also might work is to just make sure the dying body projectile doesn't have a detonation, and that both the normal and media frequencies are 0. Then check the 'When Animation Loops' checkbox there, give it a projectile to be promoted into in the Promotion section (such as 'guts blood' or whatever would fit your unit), and put the 'promotes on detonation fraction' to 1. This is how it was done with the Ogre Giant unit, which also fades away when killed.
Posted: Fri Dec 15, 2006 7:35 pm
by Welly
Khadrelt wrote:What also might work is to just make sure the dying body projectile doesn't have a detonation, and that both the normal and media frequencies are 0. Then check the 'When Animation Loops' checkbox there, give it a projectile to be promoted into in the Promotion section (such as 'guts blood' or whatever would fit your unit), and put the 'promotes on detonation fraction' to 1. This is how it was done with the Ogre Giant unit, which also fades away when killed.
Ironically, I am tampering with that very same unit (never said I created the unit
)
I will go ahead and make its object invincible, since all the other things you mentioned I have already left untouched. Btw, how were you familiar with the ogre giant? from sillek's "ref1" maps? or just the unit plugin from way back?
Posted: Sat Dec 16, 2006 6:05 am
by Khadrelt
I've had the unit plugin for a long time. Can't even remember where I got it, though.
Posted: Sat Dec 16, 2006 11:44 pm
by Welly
Yup you prolly got it from the Mill like I did, 5+ years ago. It's a shame no one has used it on stuff except Scratch on sillek's ref1 map. Does anyone know where Cydonian and / or Pope are? I'd like to get permission for that unit.
I tried your advice and sure enough it seems to work every time, thanks Khad.
Posted: Sun Dec 17, 2006 10:10 pm
by Horus
cydonian@mail.com
Yes it's current, though you may need to wait afew days for a reply.
Posted: Mon Dec 18, 2006 2:35 am
by Welly
aha thanks horus! ... it may need a few days for me to send the email, anyway