HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Making a channel spell that uses no animations?

05-02-2006, 05:30 AM#1
Dalten
Is there any way to create a spell based of channel that plays absolutely no animations what so ever?

IF not channel, are there other spells that in no way interract with what animations the unit is currently in the middle of?
05-02-2006, 05:43 AM#2
paidan_fain
Berserk, Divine Shield, Mana Shield, Immolation (?), Fervor (?)
05-02-2006, 05:50 AM#3
Dalten
Can you think of any that target another unit?
05-02-2006, 06:15 AM#4
paidan_fain
I think that all target spells interrupt the unit's current order. Howver, I think if you remove all "required animation" strings in Object Editor, they will do no animation. Your best bet if any might be reveal and select hero (shop).
05-02-2006, 07:44 AM#5
vile
uh, just put in the animation names "stand" and then add another animation called "looping"
it will just stand there and play no animation.
05-02-2006, 08:06 AM#6
Pheonix-IV
yeah, that'll do it. Generally most spells automagically pick the "Spell" animation on their own and only choose a different anim if specifically told to. But telling it to play stand should work.
05-02-2006, 08:35 AM#7
PhoenixFeather
Quote:
Originally Posted by paidan_fain
Berserk, Divine Shield, Mana Shield, Immolation (?), Fervor (?)

This might be slightly off the current topic but what is Fervor?
05-02-2006, 08:37 AM#8
Dalten
Quote:
Originally Posted by vile
uh, just put in the animation names "stand" and then add another animation called "looping"
it will just stand there and play no animation.

Almost there, but there's still a problem.

I'm trying to tell it to play "unit - force animation by index" and it's not working right away. I think it plays the "stand" animation or whatever animation it's told to play and ignores the force animation command.

ANy other ideas?
05-02-2006, 01:22 PM#9
paidan_fain
Quote:
Originally Posted by vile
uh, just put in the animation names "stand" and then add another animation called "looping"
it will just stand there and play no animation.

But that will cancel the unit's last animation.
05-02-2006, 01:55 PM#10
vile
I dont get it, you just said you wanted no animations, now you say you want animations by index?

Do you want the unit to play a certain animation by index just when he casts the spell? do you want it to loop? I can tell you how to do it both ways, just tell me what you need.
05-02-2006, 02:22 PM#11
blu_da_noob
You can't play an animation right as the unit begins casting. Use a 0.01 second timer and it should work fine.
05-02-2006, 03:02 PM#12
Tim.
Quote:
Originally Posted by blu_da_noob
You can't play an animation right as the unit begins casting. Use a 0.01 second timer and it should work fine.
Hehe, we figured that one out just the other night, eh blu? :P
05-02-2006, 03:33 PM#13
Dalten
Quote:
Originally Posted by vile
I dont get it, you just said you wanted no animations, now you say you want animations by index?

Do you want the unit to play a certain animation by index just when he casts the spell? do you want it to loop? I can tell you how to do it both ways, just tell me what you need.

It's not that I didnt want *no* animations period, I just didn't want the spell itself to play any animations (as in, I wanted to trigger them myself).

I did get it figured out using the delay like blu_da_noob said and setting the casting time on the spell to 0.01.