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Stand 2 Animation Problem!

09-19-2006, 03:17 PM#1
Seff
Im having problem playing the Cryptlords Stand - 2 animation

Yes! I have allredy read:

Setting specific animations for units

Ever wanted to make a unit play a specific animation, like "Stand - 2" but then found out the unit still played a random animation?
There is a way out. You should be using the animation native:
JASS:
native SetUnitAnimationByIndex takes unit whichUnit, integer whichAnimation returns nothing
First, you should store the unit you want to play the animation in a variable, like... tempUnit. In jass, this variable is then called udg_tempUnit (jass is case sensitive, note).

After this, extract the sequences list from the model, and check which number is the animation you want to play (look under the chapter "Getting Model Data" on how to do this). When u have found the animation number, simply input it in the call:
JASS:
call SetUnitAnimationByIndex(udg_tempUnit, 2)
There, u've let the unit play a specific animation.


I dont do JASS (Dunno even know what it is.) So is there any other way to
fix this? whitout?

Thank you....
09-19-2006, 03:36 PM#2
King Klear
No.

Edit:
Or, perhaps you could edit the model to change the name of that animation to something, that WE would recognise, but that's a lot more complicated than using JASS.
09-19-2006, 05:22 PM#3
zeroXD
No King Klear...

Use a custom script or jass script like the one Seff descripes:
(Use something like wc3viewer and count anims from tomp, start with 0)
Trigger:
Custom Script - call SetUnitAnimationByIndex(udg_TempUnit, #)
(Wrapped it in a trigger quote, would be easier if you did it as well, Seff)
09-19-2006, 08:23 PM#4
Hemlock
Quote:
Originally Posted by zeroXD
No King Klear...

Use a custom script or jass script like the one Seff descripes:
(Use something like wc3viewer and count anims from tomp, start with 0)
Trigger:
Custom Script - call SetUnitAnimationByIndex(udg_TempUnit, #)
(Wrapped it in a trigger quote, would be easier if you did it as well, Seff)

would be handy to add, that you need to place the name of the variable after "udg_" so to sum it all up

Trigger:
Custom Script - call SetUnitAnimationByIndex(udg_"your unit variable", "The animation number")
09-20-2006, 02:57 PM#5
zeroXD
Quote:
Originally Posted by Warnicro
would be handy to add, that you need to place the name of the variable after "udg_" so to sum it all up

Trigger:
Custom Script - call SetUnitAnimationByIndex(udg_"your unit variable", "The animation number")

Yeah, sry, but ive gotten so used to using globals in custom scripts that i dont think about it :p youre right.
And btw i mean "top" in my last post where is is "tomp"....
09-21-2006, 09:16 AM#6
Seff
Quote:
Originally Posted by zeroXD
Yeah, sry, but ive gotten so used to using globals in custom scripts that i dont think about it :p youre right.
And btw i mean "top" in my last post where is is "tomp"....

Okeeey.. First were do i write custom scripts? Never done that before.. And to be honest I don't want it to be to complicated..
So i think I'll find another solution to the problem (Make him do somethingelse)..
But I'm realy happy for the replies and suggestions.
Im no experienced mapper and I want to keep it that way Thanks again..
09-21-2006, 01:54 PM#7
King Klear
Custom script is a GUI action, which allows you to use pieces of JASS.

Or, to put it simplier, there is an action "Custom Script". It's one of the first, next to "comment", I believe.
Then copy the text which has been suggested above into it.
09-21-2006, 04:04 PM#8
Hemlock
And offcourse edit the things I putted between " and " in order to get the selected unit and animation.
09-25-2006, 12:44 PM#9
Seff
Quote:
Originally Posted by Warnicro
And offcourse edit the things I putted between " and " in order to get the selected unit and animation.

Well that dosen't seem to hard.. I'll give it a try..
Thank you for the great help..