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Alchemist Alternate model

02-20-2009, 10:50 AM#1
holyadvocate
Cant be used? ive set all of the appropriate fields to whatever i could think of, but it doesnt display the Chemical Rage form...
02-20-2009, 12:13 PM#2
fX_
Its morph copy doesn't have the 'alternate' animation tag... maybe its alternate form can be accessed only by morphing skills.

Try giving your Alchemist unit some permanent morphing ability like the Obsidian Statue's 'Destroyer Form', and have it use it as it is spawned. I don't know if this will work; it's just an idea.
02-20-2009, 12:25 PM#3
holyadvocate
Quote:
Originally Posted by fX_
Its morph copy doesn't have the 'alternate' animation tag... maybe its alternate form can be accessed only by morphing skills.

Try giving your Alchemist unit some permanent morphing ability like the Obsidian Statue's 'Destroyer Form', and have it use it as it is spawned. I don't know if this will work; it's just an idea.

that sounds like its the only thing that might work... off to the model databases...
02-20-2009, 12:31 PM#4
fX_
I tested it. You don't even need to have the normal form object morph. You only need to give the alternate form object such a permanent morph ability - that has the Alternate Form Unit field valuated as the alternate form unit.

Just make such a permanent morph ability and set its Alternate Form Unit field to your morphed Alchemist's unitId. Then add the ability to your morph Alchemist in the Object Editor.
02-20-2009, 12:51 PM#5
xombie
Umm.. all you have to do is add "Alternate" in the required animation names field.

And yes, the model does have the alternate suffix.
02-20-2009, 01:39 PM#6
holyadvocate
Quote:
Originally Posted by xombie
Umm.. all you have to do is add "Alternate" in the required animation names field.

And yes, the model does have the alternate suffix.


Ive done that, its doesnt work
02-20-2009, 01:50 PM#7
fX_
xombie, see the 'Alchemist Morph 1/2/3' objects in the Object Editors. Those fields are empty for them; and even by test it doesn't work.

Like I said,

1) Make an ability based of Destroyer Form: null the 'Requirements -' field; set 'Alternate Form Unit -' to whatever your Alchemist unit is.
2) Add this ability to the 'Abilities (Normal) -' field of your unit in the Object Editor.

NOTE: You do not need to have your units morph/use this ability in-game; and it really doesn't matter what valuation you have for the 'Normal Form Unit -' field of the ability in the Object Edtiro.
02-20-2009, 01:59 PM#8
holyadvocate
Quote:
Originally Posted by fX_
xombie, see the 'Alchemist Morph 1/2/3' objects in the Object Editors. Those fields are empty for them; and even by test it doesn't work.

Like I said,

1) Make an ability based of Destroyer Form: null the 'Requirements -' field; set 'Alternate Form Unit -' to whatever your Alchemist unit is.
2) Add this ability to the 'Abilities (Normal) -' field of your unit in the Object Editor.

NOTE: You do not need to have your units morph/use this ability in-game; and it really doesn't matter what valuation you have for the 'Normal Form Unit -' field of the ability in the Object Edtiro.

i didnt know that last bit, that is quite interesting. I did find a model on The Hive that suits my needs perfectly, so i wont be needing this...
02-20-2009, 02:19 PM#9
xombie
Quote:
Originally Posted by fX_
xombie, see the 'Alchemist Morph 1/2/3' objects in the Object Editors. Those fields are empty for them; and even by test it doesn't work.

What fields are empty? The original question in the first post was trying to get the Alchemist look like he was in Chemical Rage form. You do not need to create an ability to make that happen...

Alchemist Morph 1/2/3 are all the same model, just different levels. I don't see whats so hard to understand. I made the Alchemist look like he was in Rage form in 10 seconds, and all I did was add the 'Alternate' animation name to him.
02-20-2009, 02:38 PM#10
Rising_Dusk
It won't show in the editor with the alternate tag if I recall, but it works in-game. It's because the model was made with Alternate as a prefix, not as a suffix. (So it doesn't appear in the editor)
02-20-2009, 02:47 PM#11
xombie
Quote:
Originally Posted by fX_
xombie, see the 'Alchemist Morph 1/2/3' objects in the Object Editors. Those fields are empty for them; and even by test it doesn't work.

You obviously didn't test it the way I had said, and I still have no idea what fields you are saying are empty...
02-20-2009, 03:19 PM#12
holyadvocate
Quote:
Originally Posted by xombie
You obviously didn't test it the way I had said, and I still have no idea what fields you are saying are empty...

The "required animation names" fields are empty on the alternate form alchemist
02-20-2009, 03:31 PM#13
Rising_Dusk
Uhm, Avatar is silly like that too. I am pretty sure that isn't the problem. See my above post.
02-20-2009, 04:01 PM#14
fX_
I see.
02-20-2009, 04:50 PM#15
xombie
Oh I see. I don't usually look at the other model to see what animation name it uses, I just add the suffix that the specific set of animations has.