| 10-05-2004, 04:31 PM | #1 |
How do I make it so that a unit burrows and can't attack? If I burrow it, also the unit appears as the unit above ground. Ex. When I burrow a spiderling, it appears as a spiderling above the ground. How do I make that so that it is underground, doesn't attack and can't cast spells???? |
| 10-05-2004, 08:47 PM | #2 |
Rather than use the Burrow skill, which only uses the right animations on the few units that are designed to have it, make a custom morphing skill (using a base like Bear Form) which changes to a new unit that uses a Scarab model and has the required animation name "alternate". Make sure the new unit has Invisible, and has no move speed nor any attacks. |
| 10-16-2004, 04:26 PM | #3 |
Aside from that, you could change the Dependancy Equivilents field to the unit that is actually burrowed (there is a unit where the crypt field is burrowed). If you look at the Burrowed Cyrpt Fiend unit, you can see that stand alternative (animation) is where the Crypt Fiend is burrowed and make your own model but i prefer Panto's solution. |
| 10-17-2004, 05:52 AM | #4 |
Guest | oi... why don't the burrowed versions of units have `alternate' in the required animation names in the object editor? o.0 The only difference seems to be shadow, attack, and movement. No change to models or animation (none shown, that is). Not saying that adding `alternate' isn't correct, just wondering why it isn't shown in the object editor. >.< |
| 10-17-2004, 09:51 PM | #5 |
The reason it isn't show is that the unit itself is just a crypt fiend or whathaveyou. However, when the unit is the result of a morphing skill, the skill itself adds the animation tag to it. |
| 10-18-2004, 06:10 AM | #6 |
Guest | Except that the burrowed units show up in the alternate form when you place them on the map. |
| 10-18-2004, 06:13 AM | #7 |
Indeed, and "uprooted" ancients show up as uprooted when you place them. I expect that there's a special flag that the WE can set that we don't have direct access to. |
