| 09-10-2003, 06:13 AM | #1 |
I am trying to force a unit into it's walk animation while I move it using "Unit - Move unit instantly to a point". When I tried to change animation using "Animation - Play unit 'walk' animation" it did not showed up, it changes to the walk animation for like 0.01 sec and then change it back to 'stand' animation. I guessed this was because a stopped unit tends to always change to 'stand', so I tried to set its "Speed Base" to zero on the object editor (so that the unit has no movement). It worked, it now plays the 'walk' animation perfectly. But now when I use "move to a point" the unit moves but its image (model) stays at its origin because the engine understand it as something not moveable. You can see its shadow and selection circle walking around, but the model is still there (in 'walk' animation since I forced it) Bug? Any way throw this? |
| 09-10-2003, 10:37 PM | #2 |
is it that complicated? =( |
| 09-10-2003, 11:39 PM | #3 |
Sounds a bit confusing. So let me see if I understand correctly.. you set the units move speed to zero and when you use "move unit instantly" it's leaving a ghosted image at the spot it just moved from? Maybe it would help to understand what exactly your trying to pull off. If the unit is being moved instantly, why would you need to force a walk animation during an instant move? Im kind of out of it, so maybe I'm just reading wrong. |
| 09-11-2003, 03:18 AM | #4 |
yes, you got it right. What I am trying to do exactly is to simulate a walking unit using instant move instead of "order unit to move". So theorically all I would have to do is force that unit into walk animation and use "move instantly" each 0.01 secs (periodic event) so that it moves a little each time. the trigger is something like this: event: Time - Every 0.01 seconds of game time action: Unit - Move <Unit> instantly to (Position of <Unit> + 1) this one + the walking animation, should simulate a walking unit But when I do try to do it, I am not able to use the walk animation. And when I am able to use the walk animation, it leaves a ghost image behind =( |
| 09-11-2003, 10:48 AM | #5 |
Did you try removing the units stand, death and attack anims? |
| 09-12-2003, 05:45 AM | #6 |
hmm, no, but it sounds interesting.. How do I do that? If I could "rename" the "walk" animation to "stand" it would probably work. Is there anyway to do it? |
| 09-12-2003, 06:17 PM | #7 |
I had the exact same problem... It seems that while a unit isn't moving, the game won't play its walk animation... It sounds like removing the other animations might help... or perhaps you could rename the walk animation to "channel" or something, which Warcraft might like better. But does this involve cracking open the actual .MDX? |
| 09-12-2003, 06:35 PM | #8 |
Well, don't know if it will actually solve your problem but you can remove the animation tags via GUI in the animations section. Your rename idea actually sounds more interesting though. As far as editing anims, thats not my area, someone in modeling forums might be able to help you. I'm not sure if it's doable via .mdx editing or if you would need to load the unit into 3d max. |
| 09-13-2003, 01:16 AM | #9 |
Where exactly is this animation section you talk about? I am not very experienced with the world editor =( I am worried about having to crack into the actual .mdx files too. I do know enough about 3d max to edit them, but I am concerned about the file size it would generate. Since 1 single .mdx file is usually about 100~200kb and I would have to edit a considerable few of them. I dont want a 2mb+ map =( (I e-mailed blizzard about this as a bug report, any chance they might do something?) |
| 09-13-2003, 03:14 AM | #10 |
I think he means the actions under Animation, like Play Unit Animation and all that... There is an action called "Add/Remove Animation Tag" or something like... I haven't gotten to try it yet, but it looks like the best shot right now; thanks Zwan. As for Blizzard stepping in to solve this, I think that's highly unlikely, given that they state plainly they have no intention of supporting World Editor... Sucks, dunnit? |
