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Not Playing Alternate Animations

03-13-2011, 09:31 AM#1
Kino
When you use a transformation ability the resulting unit will always play its alternate animation assuming it has one.
Is there a way to get it to use its normal stand animation?
03-13-2011, 03:24 PM#2
Panto
Without testing, a few options pop into my head. You can pursue using a trigger to substitute the transformed unit for a new unit. You can use a trigger to force the unit to play its normal animation (although I believe you'd need to keep enforcing this) or you could modify the model to not having alternate animations and re-import it.
03-14-2011, 07:53 AM#3
Kino
Quote:
Use [ljass]AddUnitAnimationProperties(whichUnit, "alternate", false)[/jass] to remove the "alternate" animations from the unit. When you want them back, simply use [ljass]AddUnitAnimationProperties(whichUnit, "alternate", true)[/jass].

Doesnt work in this case.

As Panto said it seems that the model itself has to be edited for this to work.
03-20-2011, 03:13 PM#4
CeDiL
Kino, have you tried setting unit's animation by index at the moment the metamorphosis is being casted?
03-20-2011, 03:41 PM#5
Rao Dao Zao
Have you tried removing "alternateex" instead of/as well as "alternate"?
03-21-2011, 05:04 AM#6
Kino
Quote:
Have you tried removing "alternateex" instead of/as well as "alternate"?

Didnt work in my case either.

Quote:
Kino, have you tried setting unit's animation by index at the moment the metamorphosis is being casted?

Nope, but the problem is solved already so nevermind :)
03-21-2011, 12:11 PM#7
Panto
What was your ultimate solution?
03-21-2011, 01:13 PM#8
Kino
Did a quick model edit :p
03-21-2011, 03:23 PM#9
CeDiL
it's nice when your custom model needs to be edited, it's bad when you need a standard one edited and you strive for every kb.