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Does "Move Unit (Instantly) and Face Angle/Point" interrupt animations?

05-26-2006, 05:15 PM#1
CaptainPicard
I think I recall testing this and it does. But, I just want to make sure.

It also seems to reset the flying height to the default.

If so, is there some function that might allow you to get around these problems? I'd like to be able to move a unit through a trajectory while having it play a single animation. Perhaps "Lock Body Part Facing" is the ticket? Or, perhaps I just need to look more into the Anitarf/iNfraNe cinematic system.
05-26-2006, 05:39 PM#2
Tim.
This is a trigger thing, not modeling.

SetUnitX() and SetUnitY() will not interupt animations, but Move Unit Instantly will.

Moved.
05-26-2006, 06:35 PM#3
emjlr3
actually they both do, force the animation with play animation by index, then it will work
05-26-2006, 06:47 PM#4
MysticGeneral
Collapse JASS:
function SetUnitX takes unit which, real newX returns nothing
function SetUnitY takes unit which, real newY returns nothing
function SetUnitAnimationByIndex takes unit which, integer anim returns nothing
05-26-2006, 07:26 PM#5
CaptainPicard
Thanks, I'll try to be more circumspect about the topic in the future. It's good to know that I've got this level of control, with or without the cinematic system.
05-26-2006, 07:40 PM#6
iNfraNe
Quote:
Originally Posted by emjlr3
actually they both do, force the animation with play animation by index, then it will work
setunitx does not interrupt animation.
05-26-2006, 09:38 PM#7
The)TideHunter(
SetUnitX and SetUnitY do not interupt animations, this is 100% tested and works fine, you could just use this type of function to move a unit instantly:

Collapse JASS:
function MoveUnit takes unit whichUnit, real x, real y returns nothing
    call SetUnitX(whichUnit, x)
    call SetUnitY(whichUnit, y)
endfunction

function MoveUnitLoc takes unit whichUnit, location whichLocation returns nothing
    call MoveUnit(whichUnit, GetLocationX(whichLocation), GetLocationY(whichLocation)
endfunction
05-26-2006, 09:46 PM#8
Captain Griffen
Walk animation is funny though, and you'll probably have to use index for that. No idea why...*shrug*