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Multiple questions regarding the object editor

09-24-2008, 05:55 PM#1
Bob1897
To begin, I will be asking 3 questions, all of which regard animations (Morph, Alternate Walk, etc.)
Now, for my first inquiry, I will be regarding Pheonix-IV's Goblin Proffiteer Model. Alright, onto the question:

Q1. I am attempting to make a "jump" ability, in which the Goblin Proffiteer uses his Spell Throw animation (jet pack) to move from one location to another. Origionaly I attempted to do this with the base ability of blink, but was unsuccessfull. How can I make that animation play when he uses the blink ability?

My second question will be regarding Vast Graphics's Goblin Mortar Trike:

Q2: Again, I'm attempting to make an ability in which the Trike Rider uses his Walk Alternate animation (a wheely) to speed up. Origionally I used the base ability of Chemical Rage, but that didn't work. Any suggestions?

The Third question involves The goblin Trike, (again) but is focussing on his attack:

Q3: Alright, to the point, the trike doesn't actually fire anything, and the projectile selection in the object editor doesn't seem to work. Currently I'm using the trigger editor to make an explosion over the attacked unit, but is there a way to have him actually fire something (a mortar from the mortar team would work fine)?

Please respond if you have an answer to any one of these questions, your help will be greatly appreciated .

Anyways, if I did anything wrong by making a new thread for this, please inform me, and I do appologize if I did .
09-24-2008, 08:14 PM#2
Bob1897
hello?
09-26-2008, 12:46 AM#3
Pyrogasm
For Q1: it all depends on how the spell animation functions. Does he just move up in the air, or does he move forward/whatever? You may need to do some triggered movement.

Regarding Q2: When the unit casts the 'speed up' ability, you need to do something like this:
Trigger:
Animation - Add the Alternate animation tag to (Triggering Unit)
I don't remember the exact name of the action, but it's something along those lines.

And for Q3: You should be able to give it a ranged attack in the Object Editor, then just modify its projectile model, launch X Y Z, and arc.