I've been trying to modify the 'Psi Disruptor' so that it only played its animation when attacking. I failed :(
How do I do this? I want the unit to be completely still until it attacks. That is, make it 'smash down' when it's starting its attack. Is this even possible, or is it the model itself that is playing like this?
I've been trying to modify the 'Psi Disruptor' so that it only played its animation when attacking. I failed :(
How do I do this? I want the unit to be completely still until it attacks. That is, make it 'smash down' when it's starting its attack. Is this even possible, or is it the model itself that is playing like this?
If it doesn't have any other animations besides the pushing one, you could try and maybe set the animation time scale to 0 while it's not attacking, though I've never used that and I'm not sure if that actor action works yet or if its not yet implemented.
Or clever actor use. Have a look at what me and kueken531 have done using models with no animations. As for playing a specific animation, you can get it to play only certain frames.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
What I'm struggling with at the moment is to make the psi disruptor first finish a loop and then stop the animation through actor events. So that it etracts, fires, retracts and then stops (if there are no more units - in case of multiple units it would just start again, looping the animation).
The events I've set up looks something like this (I don't have access to them right now)
Event:
Unitbirth
Action:
Stop animation bracket
____
Event:
Weapon start
Action:
Start animation bracket
_____
Event:
Weapon stop
Action:
Stop animation bracket
____
But this makes it stop in the middle of the animation - I'd like it to finish the loop
Maybe you could make the weapon have the same length as the animation? But is this possible without fiddling with 'period'?
If the problem is to sync the animation with the weapon firing rate without adiusting the weapon speed, try changing the animation time scale for the actor instead, using the Anim Set TimeScale or Set Time Scale Global messages.
I've been trying to modify the 'Psi Disruptor' so that it only played its animation when attacking. I failed :(
How do I do this? I want the unit to be completely still until it attacks. That is, make it 'smash down' when it's starting its attack. Is this even possible, or is it the model itself that is playing like this?
If it doesn't have any other animations besides the pushing one, you could try and maybe set the animation time scale to 0 while it's not attacking, though I've never used that and I'm not sure if that actor action works yet or if its not yet implemented.
@peranzormal: Go
I'll try that out.
Else, I can probably do it through triggers.
Or clever actor use. Have a look at what me and kueken531 have done using models with no animations. As for playing a specific animation, you can get it to play only certain frames.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
What I'm struggling with at the moment is to make the psi disruptor first finish a loop and then stop the animation through actor events. So that it etracts, fires, retracts and then stops (if there are no more units - in case of multiple units it would just start again, looping the animation). The events I've set up looks something like this (I don't have access to them right now)
Event:
Unitbirth
Action:
Stop animation bracket
____
Event:
Weapon start
Action:
Start animation bracket
_____
Event:
Weapon stop
Action:
Stop animation bracket
____
But this makes it stop in the middle of the animation - I'd like it to finish the loop
Maybe you could make the weapon have the same length as the animation? But is this possible without fiddling with 'period'?
If the problem is to sync the animation with the weapon firing rate without adiusting the weapon speed, try changing the animation time scale for the actor instead, using the Anim Set TimeScale or Set Time Scale Global messages.