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Spell problem?

05-29-2006, 01:20 AM#1
map-maker
ok so i've been tinkering around with this spell i got from a friend that he downloaded somewhere ya...basically it speeds up your unit and makes it invisible and it creates transparent units behind you that play the walk animation to seem as if your moving really fast and leaving a trail behind you. what i have been trying to figure out how to do is make those trailing units play the same animation as the casting unit is playing. i have tried adding the units to a unit group as they are created and than made them play their attack animation if the unit is givin an order to attack walk if givin an order to move and etc. well that didnt work. so than i tried make a string variable change to the name of the animation corresponding to the current order of the casting unit every 0.20 seconds and than when the trailing guys are created telling them to play their *variable here* animation. which again didn't work...so if anyone can tell me some way they know to do this or just how to completely remake this so the current animaation can be played please tell me.
05-29-2006, 02:51 AM#2
Naakaloh
I don't think there's any way to check which animation a unit is playing, but what you've mentioned doing seems like it should work unless there's a mistake somewhere. There might be an issue with the units trying to do something else while they should be playing the animation, so they end up playing a different animation. You could try giving the dummies the same order as the main unit so they mimic what it's doing. I'm not sure what else you could do, maybe pause the dummies and play their animations, but then you'd have to pay attention to how they're moving/attacking/etc. so that you can simulate it with triggers.
05-29-2006, 03:33 AM#3
map-maker
well as of now they dont play any animation...just stand still so i dont think there is any order interfering with it and the trigger should work but it just wont play.
05-29-2006, 04:23 AM#4
PipeDream
If you show us the trigger, maybe we can pin down where exactly it fails, and then work around.