| 05-01-2004, 08:57 PM | #1 |
Hmm.. I am having a small problem when creating doodads based on towers. When I create a custom doodad with the model file of a tower (or any other unit that has multiple models, eg. town hall) it will randomly flick between the different types of towers. Is there a way to limit it to only one, or would I have to use a unit instead? |
| 05-01-2004, 09:05 PM | #2 |
Same thing happened to me and this is what I did. There has to be an easier way but thats what I did. You go on the window to the left that shows the animations and pick the one you want. Then you make a trigger. Event >Map Initialization Contition Action >Play Unit(your unit) Animation(animation you picked) Those triggers may be wrong since I just wrote them now from my head. Anyways, try this, it worked fine for me. |
| 05-01-2004, 09:34 PM | #3 |
So.. You are only allowed to use the units that have multiple models as units? You cannot create a custom doodad based on it and make it stay as the version you want? That trigger will only work with units, you cannot make a doodad play a certain animation. |
| 05-01-2004, 09:38 PM | #4 |
you can. Thats what I did. I made a doodad and gave it the tower path and it flipped through all kinds of towers when I placed it on the map. Then you select the type of tower you want in the animation window and use thr trigger I showed you above. Unless thats not what you're asking... |
| 05-01-2004, 10:30 PM | #5 |
I do not think you allowed to refer to doodads in the "play unit animation" trigger. "Does it have to be a unit" is what I am asking. |
| 05-01-2004, 10:35 PM | #6 |
Also that only works in game. If you want to take a screenshot of it in the editor then you will probably have to find an alternative way. I also have this problem and I don't know how to solve it. I just sort of improvise. At the moment I can only see the cannon or scout tower show in the editor and I have to wait until it flicks to the one I want before I take a screenshot. Then the castle, townhall etc. is a bit of a problem too. |
| 05-02-2004, 05:47 AM | #7 |
The only solution I can think of for this would have to be use a unit owned by neutral passive and make it have no selection scale (and light radius?). Would that make it unable to be attacked? |
| 05-02-2004, 09:18 AM | #8 |
This is one of the more annoying things with WE. The best thing to do would be to make a custom unit instead of a doodad. Give that unit no pathing and whatever size and it's just like placing a doodad, except it's a unit. |
| 05-02-2004, 09:51 AM | #9 |
yeah, I guess Beam's way is the simplest. |
| 05-10-2004, 07:21 PM | #10 |
Make it a Destructiable. Bang, you can kill it. Bang, you can select which animation to play. |
| 05-10-2004, 08:07 PM | #11 |
If you do it Beam's way and give it the locust ability, then its basically the exact same thing as a doodad. |
| 05-11-2004, 01:18 PM | #12 | |
Quote:
Then you can OR only change the size with the same value for both X Y and Z, OR you still have to make a trigger to be able to have different X, Y en Z's. |
| 05-11-2004, 11:35 PM | #13 |
The different forms of towers are animations instead of separate models, for some reason |
| 05-12-2004, 11:11 AM | #14 |
Of course you can play a doodad anim by the Trigger Editor. o_O The action you need is: -Animation - Play animation for doodads in region (or rect.) Greetings |
| 06-11-2004, 05:23 PM | #15 |
You can use the Sun well model and scale the "z" to 500% |
