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Shorten death time with notepad

05-14-2004, 10:43 PM#1
JJ912
Hi, I'm new to model edit and I was wondering, is it possible to just shorten the animation time of a death animation through notepad? I really want to use this hammer model for something but I need it to disappear right away. The model's still got a 2.5 second death time which is ruining it and I really don't want to have to get a model editer :(
05-14-2004, 11:16 PM#2
TitanRevamped
try mdl editing
05-14-2004, 11:26 PM#3
Oinkerwinkle
Yes, you should be able to. Upload the hammer in question (unless it's the Mountain King's) and someone should be able to be more specific. You'll probably just be adding a line of GeosetAnims, which shouldn't be incredibly difficult.
05-15-2004, 12:45 AM#4
JJ912
Quote:
Originally Posted by TitanRevamped
try mdl editing
Im asking here because I dont know what part of the mdl to edit. Dont post something thats not helpful please.
--------------------------
Yes it is Muradin's hammer Oinker.
05-15-2004, 02:41 AM#5
Oinkerwinkle
Is this taken off of the model (sounds like it from what you say, but I want to make sure first) or are you using the Storm Bolt projectile? If it's from the model, could you post it so I can be more specific?

Anyway, the basic idea is this: In your model, you will find GeosetAnims. These control whether a geoset (chunk of faces) is either showing or hidden. A sample GeosetAnim set could look like this:
Code:
GeosetAnim {
    Alpha 4 {
        DontInterp,
        0: 0,
        2000: 0,
        2200: 1,
        3200: 0,
    }
    GeosetId 5,
}
It is frame:on/off. 1 is on and 0 is off. By changing the frame at which your geoset goes off, you can effectively reduce the death time.
05-15-2004, 03:00 AM#6
WC3player2
Quote:
Originally Posted by Oinkerwinkle
1 is one and 0 is off.


Typo its should read 1 is on.
05-15-2004, 03:32 AM#7
Oinkerwinkle
Fixed, thanks. That could have been confusing.
05-17-2004, 06:48 PM#8
JJ912
Thanks I'll try this out. The model is one of the many weapon models from Campaign Creations. I looked at it and I'm guessing it is taken from the Muradin's model like you were saying Oinker.
05-17-2004, 09:46 PM#9
Oinkerwinkle
I fixed it up in case you were having trouble getting it. It works in the previewer, but I haven't actaully testing in-game. If it doesn't work there, tell me and I'll work on it more.
05-17-2004, 11:39 PM#10
JJ912
Thank you. That fixes the problem of the hammer disappearing too late, but now it disappears too early at other times.

What I'm trying to do is use the weapon in a Sphere ability. Whenever the MK uses Storm Bolt the Sphere ability is removed. The problem was when it was removed it looked weird cuz the hammer disappeared late since it automatically plays out the death animation for some reason when removing Sphere and special effects alike. Now the hammer disappears on time when Sphere is removed but whenever the MK attacks it also disappears and reappears after a few seconds. Is it still possible to make this work just with Sphere?

I can think of a work around, but as with most workarounds I'd rather not do it. I have other spells in the map I'm working on that will be effected if I use a special effect instead of Sphere.
05-18-2004, 03:25 PM#11
WC3player2
Am not sure what you mean but you can remove the death animation all together.
05-18-2004, 05:10 PM#12
JJ912
Well, you see...when a unit has a special effect attached to them via trigger or the Sphere ability and it is removed using a trigger, the model used in the effect, whatever it is, will play out it's death animation before disappearing.

My MK hero uses is an effect for his hammer; the actual hammer weapon MK's have has has been removed from the model. When the MK casts Storm Bolt the effect is removed from him so he looks like hes got no hammer in his hand. But the hammer effect disappears too late. My problem is that the Storm Bolt missile has gone and hit it's target already by the time the hammer disappears.

I need the hammer to disappear right away, but not disappear when he attacks, so that it appears like hes actually throwing his hammer at someone. Afterwards he has to walk over and pick it up to use the spell again and loses damage in the meantime, which is all done; just the attached hammer effect needs fixing.
05-18-2004, 05:54 PM#13
Oinkerwinkle
I'm not very familiar with Sphere, so I really don't know its limitations. I'd recommend using triggers (Special effect array with indices indicated by custom value of the unit, which you would set on creating based on which index isn't used?) Maybe you could redirect your question at the triggering forum.
05-18-2004, 06:17 PM#14
WC3player2
try this..........................
05-18-2004, 07:17 PM#15
JJ912
Nope, both models didn't work with Sphere. I guess I'll just have to do the workaround, which still I couldn't do without your help. so thanks :D

BTW Sphere is a handy ability that the Bloodmage has. It's the thing that gives him his orbs. What it's used for is adding effects to a unit, since all it does is just that. It can give a unit missile art for any kind of order that targets a point or unit and it can attach an effect to 6 attachment points at once. It can be more useful than effects since it stays on the unit; effects go away if say a unit were to morph. The only other unit besides the Bloodmage that has a Sphere ability is the Avatar of Vengeance for it's orbs as well.

Edit: The workaround worked but then I remembered the orb abilities. So Im using that instead of Sphere and special effects and it works perfectly with Oinkers model. stupid me ^_^