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Alternate Animations

03-20-2006, 03:21 PM#1
Thunder_Eye
Hi, my question is:
What abilities changes the animations of the unit? (Like the Metamorphis on dh)
03-20-2006, 03:29 PM#2
Whitehorn
The abilities include metamorphis, the Tinker's robo-form, the Druid of the Claw's bear form, Druid of the Talon's (and medivh's) hawk form.

If you look at the ability, it points to the model which has the alternative animations specified.
03-20-2006, 03:34 PM#3
Blade.dk
The demon hunter model has two "sets" of animations.

The demon set activates when the "alternate" tag is added to the unit (and is deactivated when the tag is removed).

You can add tags in the object editor in the Art - Required Animation Names field on the unit, or with the following trigger action:

Trigger:
Animation - Add the alternate animation tag to (Triggering unit)
03-20-2006, 03:44 PM#4
Thunder_Eye
Yeah its the alternative animations I need, are there any more abilities with that?
I need atleast 2-3 exept metamorph
Note: I need the level, health mana and so on to pass on to the morphed unit.
I also must be able to morph the unit back.
03-20-2006, 03:45 PM#5
Blade.dk
It is not done by the abilities. The abilities just replaces the unit with another unit using that animation tag. All morph abilities would work.
03-20-2006, 03:52 PM#6
Thunder_Eye
But it passes on all the data onto the next unit?
So If the replaced unit was in a variable called PlayerHero1, the replacing one would then take that place?
03-20-2006, 03:53 PM#7
Blade.dk
I think so, yes.
03-20-2006, 03:57 PM#8
Thunder_Eye
Ok one last question then, can I morph the unit to a unit of the same-type and just changing the animations?
And also, I just found in the Triggers - Animation, that I can add a animation tag to units, will this have the same effect?
03-20-2006, 04:04 PM#9
Blade.dk
As explained in my first post in this thread, yes.
03-20-2006, 04:06 PM#10
Thunder_Eye
Oh sry didnt see that post :P
EDIT: Still have a problem, the animation trigger doesnt seem to work.
I add "unarmed" to the unit and assume it will only use the animations with "unarmed" in it. though it uses those without to.
03-20-2006, 06:21 PM#11
harel
I know that I is not sound logical but locust swarm change the animation to alternate animation.
I am not 100% sure of that but if you add alternate to the animation cell in the ability the unit will use the alternate animation as well.
03-20-2006, 06:29 PM#12
Thunder_Eye
Well I would prefer to use triggers if they would work.
03-20-2006, 07:20 PM#13
Anitarf
Well, if the unit tries to do something that doesn't have an unarmed animation, then the default animation is used. For example, the crypt fiend model only has a "stand" burrowed animation, so if you allow the burrowed crypt fiend to move, he will use the unburrowed walk animation, because it doesn't have a burrowed one.
03-20-2006, 07:25 PM#14
Thunder_Eye
Well do I set the default animations other then by their names?
And the unit has an unarmed version of everything so that cant be the problem.