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Myrmidon keeps submerging when not moving

10-11-2004, 10:34 PM#1
PirateBill
http://www.battle.net/forums/war3/th...hreadID=156807

This is the current link, but I'll copy and paste since it's small.

My Post 1:

Hey, I'm using a Naga Myrmidon unit for the demon hunter's metamorph target model. However after the unit is morphed and is standing still, it will submerge when it doesn't even have the ability. I know it's just the art animation, but I can't figure out how to stop it. I even created another myrmidon with similar conditions and the model doesn't submerge. So it has to be the metamorph messing something up. Any ideas?


Reply:

It's probably adding the "alternate" animation tag. The alternate for the demon hunter is demon form, but for the myrmidon it's submerged. I think you can remove the tag in the ability.


My Post 2:

Q u o t e:
It's probably adding the "alternate" animation tag. The alternate for the demon hunter is demon form, but for the myrmidon it's submerged. I think you can remove the tag in the ability.



Well to test your idea, i replaced the target morph unit with a crypt fiend, and the same thing happened. When I morphed from unit A (we'll say a footman) to the target (myrmidon) the myrmidon uses the submerge effect when idle. The morph trigger is permanent so I would like to get this working. I tried a bunch of things, including setting the morph as a set time, and changed the alternate form (myrmidon) and the normal form(footman) model to the same(myrmidon), but it still submerged. I placed the myrmidon on the map and it doesnt submerge so it is the metamorph (as stated above i know). You said I could remove the tag from the ability, did you mean the submerge tag? Im not sure what you mean there. Anyone else got ideas? I REALLY want this to work. Myrmidon is perfect model for this ability


The tread is pretty dead, and I've had better luck with help here before. Thanks for reading.
10-11-2004, 10:37 PM#2
Aznwhore
you're not getting what he said
he was talking about the model itself, not what you based it on
you're gonna need to edit the myrmidon model and change the animation for its "alternate" tags
10-12-2004, 03:01 AM#3
Panto
Or, instead of actually using a morph ability, you could make a dummy ability that swaps the unit for another unit that has the characteristics of the first, only with whatever changes you want "morphing" to make to it.

For example, if you make a dummy off of Channel and an ability based off of Chaos that changes a unit to a Myrmidon, then all you need is a trigger that detects when Channel is cast and gives the casting unit Chaos. Voila, he will be changed. Since it's actually a new model and not using an ability that mandates using an "alternate" animation, it will be fine.

Or, alternatively, you might be able to make a trigger that forces the unit to play its "stand" animation (instead of "stand alternate") whenever it's not doing something else, but that's substantially more complicated.
10-12-2004, 05:19 PM#4
MiGiLiCuDDiE
Dood your using the wrong model... Your using the Naga Myrmidon (submerged) unit. That is the one it turns into when its submerged... You know... its because they have different stats when submerged like cant attack or move... etc.

To fix your problem. Delete the unit you have in your map and replace it with the real Naga Myrmidon. The non submerged one.
10-12-2004, 05:40 PM#5
Panto
The naga and naga-submerged unit models are one and the same.
10-12-2004, 07:00 PM#6
Anitarf
There are two possibilities: the fact that the unit must use it's alternate animation could be either the fault of the morp spell or the morphed unit. In first situation, read above posts, but in case it's the alternate unit's fault: check the alternate unit in the object editor, check it's "art - required animation names" and two other similar parameters that may be set to "alternate" (at least, that's the situation on demonhunter's alternate form). If those fields are already blank, then it's the morph spell that is your problem.