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Tree of life model problem

09-24-2007, 09:56 PM#1
cohadar
I have a goblin merchant shop that is using tree of life model.

But when I put it on map it shifts between full tree and cutdown-tree model.

In game it is always cutdown model.

I want it to be a full model (like in melee games)
09-24-2007, 10:21 PM#2
moyack
It seems that you have to specify the default animation for that unit. You can do it in the object editor (at the moment I'm not in my WC3 pc, so I can't give you the exact data field), or you can set it by triggers.

EDIT: check this link: http://world-editor-tutorials.thehel...uniteditor.php
09-25-2007, 07:31 AM#3
cohadar
Unfortunatelly There is no way (that I can see) to chose model.
Maybe if I did not base it on goblin merchant...
09-25-2007, 08:41 AM#4
blu_da_noob
Give your shop the Root (Ancients) ability. It won't be seen if it's a neutral shop. If it's owned by a player then you might want to disable it for the player or some such.
09-25-2007, 11:10 AM#5
cohadar
Quote:
Originally Posted by blu_da_noob
Give your shop the Root (Ancients) ability. It won't be seen if it's a neutral shop. If it's owned by a player then you might want to disable it for the player or some such.

This worked, tnx.
09-25-2007, 04:42 PM#6
Alexander244
Just for reference you can also use the following:
Table:
Art - Required Animation Namesalternate
(in the world editor it will still swap between rooted/walking animations, but in-game it will use the rooted animations)
09-26-2007, 08:12 AM#7
cohadar
Quote:
Originally Posted by Alexander244
Table:
Art - Required Animation Namesalternate

This works also.

How the hell did you find that out?
there is not a single mention of alternate on standard model tree, it says large...

I was just wondering... could it be possible to give a standard tree of life
alternate tree top extension of a corrupted tree of life?
09-26-2007, 04:54 PM#8
Alexander244
I read about it somewhere in relation to the night elf druids, and then just applied the same logic.
(look at the animation names, you will see the rooted animations all contain "alternate".)

You can't have the corrupted tree as the rooted ver and the non-corrupted as normal without using chaos (as they are different models).