| 10-08-2004, 05:17 AM | #1 |
Greetings. I'm not particularly familiar with the animation triggers, nor with things that need to be kept in mind when changing a unit's animation with regular and unpredictable events, so I'd like to ask if anyone has any recommendations about how to go about making a trigger that makes a unit play its "spell" animation instead of "attack" when attacking a certain classification of unit (let's say non-structures). [pseudocode] I imagine the event would be Unit is Attacked Conditions would be Attacking Unit's Unit-Type and Attacked unit is structure equals false. [/pseudocode] |
| 10-08-2004, 07:20 AM | #2 |
Well... I'm not sure but wouldn't making the unit play the spell animation abort its current attack? I'm not sure it'd work. There's also the possibility of lagg. Edit: I've never used animation like that. Only for spells playing different animations. So really, I don't know much more then what's typed above. |
| 10-08-2004, 09:38 AM | #3 |
The best way to go about it would be to .mdl edit.(If you dont mind importing another model into your map) Ill give you the basic idea of how to do it, for more exact information try the modeling forum. Basicly extract and convert the model to .mdl and rename it to a .txt. Then look for the animations, rename the spell animation to attak and rename the attack to spell. Then just rename to .mdl and convert to .mdx and import. |
| 10-08-2004, 12:51 PM | #4 |
I dont have WE up in front of me but i think this is it: Event: A unit is attacked Condition: Attacking unit=to(whatever type unit to have cast animation when it attacks) Attacked unit=to non structure Action Play attacking units cast animation Once again i dont have WE up so its not exactly correct.Hope it works -Lost |
| 10-08-2004, 01:07 PM | #5 |
It works, i've done it and it's a cinch just do event-unit attacks attackd unit is a (whatever) Queue animaton Play animation turn on this trigger What unit u doing it for? I did it for a Scorpion, made it play spell anim on air attack. |
| 10-08-2004, 02:30 PM | #6 |
Which animations are you queueing and playing in that trigger? Do you need to queue something before playing it for some reason? I'm using the RoC beta Steam Tank model. |
| 10-08-2004, 03:57 PM | #7 |
Since when does the tank have a Spell animation? |
| 10-08-2004, 05:35 PM | #8 |
Its not spell animation,i believe it is 'cast' |
| 10-08-2004, 08:37 PM | #9 |
The Steam Tank in RoC beta had a spell animation. I happen to have the old model. And yes, it's "spell". I don't know of *any* models that have a "cast" animation. |
| 10-08-2004, 09:31 PM | #10 |
Yeah,your right.I opened up WE and its spell animation not cast. But the trigger I gave you should work,but instead of where I put 'cast animation', it should read 'spell animation'. |
| 10-08-2004, 09:38 PM | #11 |
i'd like the old steam tank model. could you post it? |
| 10-08-2004, 10:58 PM | #12 |
Animations won't abort the units attacks, they are only visual to give the user something to look at. They don't affecct gameplay. You can lock a units animation on and still walk it around i'm pretty sure. |
