| 08-06-2003, 01:57 AM | #1 |
Hey,i have a few question that i hope you people can answer. 1)In the object editor what does the Animation -Blend time, Animation - Cast backswing, Animation- Cast point, Animation- run speed, and animation- walk speed do? My second question is about a kodo beast. I made a custom unit out of a paladin. I changed the paladins model to a kodo best. The problem is that when the kodo beast walks it doesnt play the drums like it does in the regular kodo beast unit.(i know it doesnt matter.. but it looks cooler :P) I |
| 08-06-2003, 08:28 PM | #2 |
Animation - Blend Time: I belive this is the amount of time the model takes moving from one animation type to the next. For example, if it's standing and you tell it to move, it goes from the Stand to the Move animation over .15 seconds, or whathaveyou. This value is much higher for units like Ancients that have very slow reflexes, visually. Animation - Cast Point: I think that this dictates at what point during a unit's "cast" animation the spell triggers. Most casters have a pretty small one, since they're casting all the time. However, something like a Red Dragon has a pretty large one, which means you have to wait through a bit of animation before the spell actually fires. Animation - Cast Backswing: Probably the amount of time between when the spell is cast and the spell animation stops playing? Animation - Run Speed and Animation - Walk Speed: I believe that these do not describe the actual move speed of the unit. Rather, they dictate how fast the unit's animations play for these situations. For almost all units, these fields have the same value. For some, however, like the forest spiders, they have wildly different values. From what I can tell, the walk speed is used for when they're not moving (i.e. just sitting around, when they shouldn't be too active). The run speed (at least for the spiders) is used when they move. They look a lot faster and spider-like because their legs are moving so quickly. Hope this helped and I hope I'm mostly right. I actually find it's easiest to copy these values from a unit which has the same model, in order to get it to "look" right in game. |
| 08-06-2003, 09:21 PM | #3 |
Thnx for your reply.. So thats what those stuff do :) Anyone know about the kodo beast question? lol |
| 08-07-2003, 12:59 AM | #4 |
ok,i found out the problem with the kodo beast 8) He doesnt play the drums while moving if you dont give him war drums :ggani: YAY!!! No more :bangH: :bangH: :bangH: |
| 08-07-2003, 04:55 PM | #5 |
Yesterday, I noticed that when I gave wardrums to a different unit, that unit constantly played its channeling animation. Perhaps you actually need the wardrums ability in order to have the drums play. I'd suggest adding a "dummy" ability of wardrums to the unit, and give it no icon (notice the "chaos" abilities also have no icons). That may do the trick. Edit: hmmm, was that there when I hit the reply button? |
| 08-07-2003, 07:44 PM | #6 |
for the run speed/walk speed, the lower the value the faster their legs move when moving. |
