Had to play around with it for a bit, but I finally got it to work:
WeaponStart.Baton
AnimBracketStart Spell Spell,00
WeaponStop.Baton
AnimBracketStop Spell
It now works. However, not using the WeaponStop, will result in both the regular Attack and Spell animations being played on the ranged weapon.
Thanks, SuperEvil.
I'm making a Ghost a Police Enforcer in my map, I've made him a shotgun and baton weapon.
Unfortunately, I don't know how to make the baton play the Ghost's "Spell" loop, and the shotgun's attack animation not be effected.
I already tried this under the weapon's actor, no idea why it didn't work. Combat: Attack Animation Name: Spell
The weapon is a duplicated Zeratul weapon, and I'd like to make it just change the animation of the ghost to Spell instead of Attack.
@Alnatair: Go
Actor events. Take a look through some and you should figure it out.
Weapon Actors or the Unit Actor Events?
Would anyone mind posting detailed instructions again? I'd greatly appreciate it, thanks.
Under the Unit type actor check the events out. Use a Weapon Start event and then use your animation action.
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
Had to play around with it for a bit, but I finally got it to work:
WeaponStart.Baton
AnimBracketStart Spell Spell,00
WeaponStop.Baton
AnimBracketStop Spell
It now works. However, not using the WeaponStop, will result in both the regular Attack and Spell animations being played on the ranged weapon. Thanks, SuperEvil.