| 06-28-2004, 12:14 PM | #1 |
Is there a way to stop a unit from looping a specific animation in WE? I recently edited Grom Hellscream's hero glow out, but now the unit loops the animation where Grom drinks from the well and turns to a fel orc. (edit: the original Grom model does this too...) This isn't really a problem, it's just annoying as hell when it flickers on the background when i'm trying to do something else. ^_^ |
| 06-28-2004, 08:54 PM | #2 |
Are you talking about in-game or in the WE? |
| 06-28-2004, 09:45 PM | #3 | |
Quote:
--DoCa |
| 06-28-2004, 11:41 PM | #4 |
Fiddle with the "Required animation names" field in the object editor. |
| 06-29-2004, 11:14 AM | #5 |
'Kay, i found it, but i have little idea how to use it... o_O I type in the animations I want it to have and leave the rest out? |
| 06-29-2004, 11:33 AM | #6 |
"Required animation names" is used to force certain sets of animations. For example you can have footmen that look like they are always in defend mode. If you enter "Attack" in there, it should just loop the attack action in the WE. |
| 06-29-2004, 06:31 PM | #7 | |
Quote:
I DID read it, damnit, and nowhere in your first post does it say WE that I can see. There's some corrupt text on your post, so maybe you did type it and I just can't see it. Besides, I was thinking about the time I had the same problem you are, only with the EvilIllidan model, and although it does that sometimes in the WE, it won't do it ingame, so just ignore it. |
| 06-29-2004, 07:09 PM | #8 |
Well read the first sentence, it's pretty clear what it says. |
| 06-29-2004, 07:20 PM | #9 |
Aha. Thank you th15. But now i have another problem. The potrait won't show up ingame. =.= edit: It's the first time i had the time to test the dialog in cinematic mode with the edited model. And as my map is a cinematic, I don't know if it shows up in the regular game interface. (I'll test it later, too tired.) |
