| 10-17-2004, 06:01 PM | #1 |
For a map that I'm creating, I want crypt fiends to be able to move while burrowed. The problem here is that I do not know where to start. Does anyone have any ideas on how I could do this? |
| 10-17-2004, 06:07 PM | #2 |
You could always have it that when they start the burrow ability replace them with a unit with invisibilty and the burrow model. Then it would simulate the moving while burrowded concept. When they want to come back up put the unit back via triggers or just create a new one. You could have a hill in the middle of nowhere where the crypt fiends could go when they are supposed to be burrowed so they wouldn't disappear of the face of the earth. This could also work for heroes if you made them go of into the middle of nowhere controlled by neutral passive. |
| 10-17-2004, 06:25 PM | #3 |
Okay, but how would I make the unit invisible to the player owning the unit? |
| 10-17-2004, 07:47 PM | #4 |
Umm, you'll have to store the burrowing unit in a variable and then take him out again once you "unburrow", no need to make the initial unit invisible and move him along. |
| 10-17-2004, 08:07 PM | #5 |
but whatever unit I replace the original with will be under the control of the player. thus the player can see the unit, invisible or not. |
| 10-17-2004, 08:10 PM | #6 |
No need of triggers in this, modify the ability the Druid of the Talon uses, or the ability the Druid of the Claw uses. |
| 10-17-2004, 08:50 PM | #7 |
Good thinking... You just need to change the model of the transformed-into unit from the original to the burrowed unit instead. Tada! Good. |
| 10-18-2004, 09:07 AM | #8 |
Guest | Hmm. I can't get beetles to keep using the `burrowed' animation when they start walking. I tried adding `alternate', then both `stand' and `alternate', and finally even `stand alternate'... but nothing worked. (to the Required animation names field.) Tho the alternate tag did get un-burrowed beetles to look like they were burrowed. |
| 10-18-2004, 10:33 AM | #9 | |
Quote:
To add to that, give the unit you transform into permanent invisibility. Make sure it has no attack. And don't forget to have the same HP on it as the original units as else it'd appear very wierd while playing. |
| 10-18-2004, 03:22 PM | #10 | |
Quote:
edit: actual animation string: Stand Alternate |
| 10-18-2004, 08:57 PM | #11 |
Yes, editing the Druid of the Claw's ability would be a good idea...I think I can get this to work! |
| 10-19-2004, 02:19 PM | #12 |
I doubt this would work for this situation, but has anyone thought about modifying the "Dive" ability? I havn't even looked at it myself, but could you set it for a ground unti to "dive" underground and have it moveable? |
| 10-19-2004, 03:53 PM | #13 |
well.. the dive thing happened to me once as a fluke. i wanted to make a etheral form for a naga unit, but it uses thier alternate animations or something, so it warped into that and stayed like that.. i ended up having to do something wierd to fix it.. edit: omg... why hasnt anybody thought of constantly playing his burrow animation? im pretty sure it doesnt interfere with stuff. you could add an item to disable his attack, add a dummy ability for unburrow, etc. edit2: you can also figure out how long an animation is for in the previewer. just loop a trigger that often (rounded to the next hundreth down) and have it make the unit play its Alternate Stand i think.. |
| 10-19-2004, 04:00 PM | #14 |
There is a certain bug that I found out about once. If you load a unit's model as the loading screen, the unit will have all animations disabled. What actually happened to me is that I randomly used a unit model I imported as the loading screen. The unit, in-game, would not play any animations at all. It would float around in its initial state. |
