| 05-26-2006, 05:15 PM | #1 |
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 |
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 |
actually they both do, force the animation with play animation by index, then it will work |
| 05-26-2006, 06:47 PM | #4 |
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 |
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 | |
Quote:
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| 05-26-2006, 09:38 PM | #7 |
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: 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 |
Walk animation is funny though, and you'll probably have to use index for that. No idea why...*shrug* |
