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Looking for an ability...

02-05-2004, 03:29 AM#1
Newhydra
Which can not be turned off, allows me to set what animation the unit plays when it casts the ability, and casts on every attack. Anyone know of one?

-OR-

I need a way to freeze a units animation(the unit needs to be able to do stuff...pause won't work) no matter what the unit does. Setting the animation speed to zero does not work.
02-05-2004, 03:47 AM#2
cangrejo
what you want is a unit that walks around with no animation hitting things?
02-05-2004, 03:58 AM#3
Newhydra
I want to make it so a unit plays a certain animation when hitting things, or does not change it's animation in the first place...(so if I have the unit in the stand-3 animation and then order it to attack something it'll stay in stand-3, or some way to change it's attack animation into the stand-3 animation)

Pulverize also does not work. It seems to ignore the Art-Animation field...
02-05-2004, 04:05 AM#4
cangrejo
make a trigger..
Code:
Event: Unit is attacked
Condition: Attacking unit = YourUnit
Action: Play Unit animation stand-3 for YourUnit
edit.. jeje close tag
02-05-2004, 04:36 AM#5
Newhydra
That would almost work...Except I need to change which animation is played based on an ability being autocasted or not. Maybe I could add an ability to the unit when they turn it on and check for that...
02-05-2004, 04:42 AM#6
DrUnKeN_cOw
Code:
Attack Spell
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
        ((Triggering unit) has buff Passive Attack) Equal to True
        (Issued order) Equal to (Order(attack))
    Actions
        Unit - Change color of (Triggering unit) to Black
        Wait 1.00 seconds
        Special Effect - Create a special effect at (Target point of issued order) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
        Wait 1.00 seconds
        Unit - Make (Triggering unit) face (Target unit of issued order) over 0.00 seconds
        Unit - Order (Triggering unit) to Move To (Target point of issued order)
        Wait 0.10 seconds
        Game - Set game speed to Slowest
        Wait 0.10 seconds
        Camera - Rotate camera 360.00 degrees around (Target point of issued order) for (Owner of (Triggering unit)) over 4.00 seconds
        Camera - Rotate camera 360.00 degrees around (Target point of issued order) for (Owner of (Target unit of issued order)) over 4.00 seconds
        Unit - Order (Triggering unit) to Attack Once (Target unit of issued order)
        Wait 0.10 seconds
        Game - Set game speed to (Current game speed)
        Special Effect - Create a special effect at ((Target point of issued order) offset by 250.00 towards 0.00 degrees) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Wait 0.10 seconds
        Special Effect - Destroy (Last created special effect)
        Wait 0.10 seconds
        Special Effect - Create a special effect at ((Target point of issued order) offset by 250.00 towards 120.00 degrees) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Wait 0.10 seconds
        Special Effect - Destroy (Last created special effect)
        Wait 0.10 seconds
        Special Effect - Create a special effect at ((Target point of issued order) offset by 250.00 towards 240.00 degrees) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Wait 0.10 seconds
        Special Effect - Destroy (Last created special effect)
        Unit - Kill (Target unit of issued order)

Sorry it took so long but I really wanted to make a custom spell to go with it :) I made it in 5 mins only so lol it sucks i know...
02-05-2004, 04:46 AM#7
Newhydra
...the unit will still play it's attack animation, which is what I don't want. I want to force the unit to play its, for example, walk animation whenever it attacks.

Anyway, the generic "unit is attacked" trigger will work, I'm just concerned about how much lag that will generate with, say, 100 units being attacked at once...