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Walk Fast Animation

06-26-2006, 10:30 PM#1
Turkey_Slayer
What I need to do is have a dummy unit using the Kodo Beast model to have its "Walk Channel Fast" animation playing while it's being instantly moved via trigger. I've tried to use animation tags and required animation names and neither have worked.

I heard that in ToB when Leto uses Bindu the dummy unit that you see moving has a walk animation playing, so I'm sorta taking it as proof that it can be done, but obviously so far I have unsuccessful.

So my question is, does anybody have any ideas how this can be done?
06-26-2006, 11:43 PM#2
harshateja
Moved Via Trigger:

Use the function that set animation by index. Look it up on JassCraft.

If you want it to always use that as the walk animation, just edit the mdl animation names.. its like 2 seconds of the work and the import should be only like 110 kb
06-27-2006, 01:13 AM#3
Turkey_Slayer
Quote:
Originally Posted by harshateja
Moved Via Trigger:

Use the function that set animation by index. Look it up on JassCraft.

If you want it to always use that as the walk animation, just edit the mdl animation names.. its like 2 seconds of the work and the import should be only like 110 kb

This makes me think you don't understand my problem, let me make it more simple.

All I need to know is how to make a unit play an animation while it's being repeatedly moved by a trigger, I don't need to know how to move it, and I don't want the animation I was speaking of to be the normal walk animation.
06-27-2006, 01:15 AM#4
harshateja
My first suggestion. Use this function:

Collapse JASS:
SetUnitAnimationByIndex takes unit u, integer i returns nothing
06-27-2006, 01:54 AM#5
Turkey_Slayer
How do I get that to work? I'm no good at JASS. :/
06-27-2006, 02:09 AM#6
Tim.
You could loop:

Trigger:
Animation - Play Trucker_Unit's Walk Channel Fast animation
06-27-2006, 06:37 AM#7
Panto
If you're trying to get the orc drummer on a kodo beast to play his drums, maybe you should take a look at how the base unit works. If I recall correctly, he doesn't play his drums until he has the upgraded aura. Research that.
06-27-2006, 06:47 AM#8
Naakaloh
Quote:
Originally Posted by Panto
If I recall correctly, he doesn't play his drums until he has the upgraded aura. Research that.

Should it not still be able to play the unit's animation regardless, and if not you could add required names to the animation, correct?

Turkey_Slayer, there are several maps that do this sort of thing, look up maps using charge as a keyword or something. Basically, you'll find pretty much what you've been told: Use SetUnitAnimationByIndex along with some sort of loop using SetUnitX and SetUnitY. There should be at least one map that has a clear example of what to do.
06-27-2006, 01:41 PM#9
Turkey_Slayer
Tim: Doesn't work.

Panto: This is true but the normal "Walk Fast" animation doesn't work either.

Naakaloh: Sounds fun >.<, but I'll attempt to find something.
06-27-2006, 01:52 PM#10
Nasrudin
Quote:
Originally Posted by Turkey_Slayer
I heard that in ToB when Leto uses Bindu the dummy unit that you see moving has a walk animation playing, so I'm sorta taking it as proof that it can be done, but obviously so far I have unsuccessful.

Since it leaves a lot of footsteps on the ground, I guess that's true. Why don't you ask Cassiel?
06-27-2006, 02:12 PM#11
Tim.
Did you try looping the animation WITHOUT moving the unit? The normal GUI function 'Move Unit Instantly' will actually freeze the unit's animations durring the move if done too quickly. This can be avoided by doing:
Trigger:
Custom Script: call SetUnitX(unit, newX)
Custom Script: call SetUnitY(unit, newY)
06-27-2006, 03:17 PM#12
Rising_Dusk
For AotZ, the fast motion-like thing that's reminiscent of Leto in ToB I did via SetUnitTimeScale(...).
Basically I used a normal walk animation and sped it up to retardedly fast speeds, creating the footprints as well as the fast motion simulation.
06-27-2006, 03:50 PM#13
Turkey_Slayer
Tim, your thing worked! It works great now, thanks to all of you for your help.