Dunno but you might be able to kill the unit after your animation in Killed(), without self-destruction but leaving a corpse.smoth wrote:unless you do a crash animation. What is the code like to produce a corpse at location? I could use this.
Code: Select all
#define KILL_UNIT 102 // get KILL_UNIT(unitId, SelfDestruct=true, Reclaimed=false)
get KILL_UNIT(get MY_ID, FALSE, FALSE)