I would like to increase the duration of the queens transfusion animation (the one that is showen on the transfused unit). How can i do this?
You can change the time scale on the corresponding Model type actor "Squib Transfusion", this will make the animation slower and thus last longer. You can also play the animation multiple times, check the wiki/tutorials on Actor Events+
There is no way of lengthening the actual effects without editing the model itself afaik.
You can also click on the model of the transfuse actor and go to "Animation: Speed" and set that to something below 1, then the animation will be slower and thus longer.
I would recommend to duplicate the actor and the model though.
i tried this, but the animation is way to short for me and it looks stupid if you make it play very slow.
How can i make the animation play more then once in a row?
Tick the PlayForever option in the animation event (name may very between specific events) on the Model actor.
Make sure you add a cutoff/actor destruction event as the transfusion model is set up as a one-shot animation, meaning by default the actor only vanishes upon "completing" its animation, which never happens if you loop it.
Alternatively try using a different model which is intended to run continuously, there are quite a few smoke/energy animations which would look rather similar once tinted red/orange.
I actually only use the transfusion animation bekause its the only smoke/energy animation i knew of. Do you know some similar animations?
Edit: I got it working using the archon morph animation and the play forever flag. Thanks for your help.
However since i have lots of skills in my map, i would still like to know if there are more animations like the queen transfusion animation, so if you know some please tell me.
Hard to help with that unless you tell us what exactly you expect of the animation. Make sure you have the campaign dependencies enabled, go to the cutscene module and just browse through the assets, mainly the Effects folder.
There's XelNagaShieldDomeImpact (green with sparks), DominationImpact (blue sparks, no cloud), Irradiate (weird green cloud), PsionicLashChargeUp (charging blue particles), SmokeAOE (large brown cloud), DiseaseCloud (green cloud), FungalEruption (flying insects with smoke, could remove insect via texture select), FungalGrowth, HybridEnergizeImpact (blue energy rising), InfestorInfestationMissile (missile model, might look awkward), KerriganBirthRays (upward light rays), KerriganSearchImpact (orange cloud with swirl around it), KerriganSearchFlashImpact (orange lightning cloud), RazorPlague (like KerriganSearchImpact but with a violent cross of particles), RoachMissile (again a missile model), TerrorcystInfection (orange energy cloud), ToxicCreep (large green low-density cloud), UnitStunImpact (WC3 style swirl, might be too goofy), there's also a few fire animations which might glow too much but could otherwise be tinted/retextured.
I don't know whether all of those can be tinted, but all of them should support an infinite animation loop.
You missed creep cloud.
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Considered easy altering of the unit textures?
For my public assets look here!
I only went through the Effects folder. There's several smoke vent doodads too, and maybe some fires as well.
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