When i increase the Animation Speed of a units Death Model their Walk Animation will increase sometimes (this seems to happen on occasion when the unit is revived) Does anyone know why its happening and better yet how to keep the walk animation the same? I doubt this has anything to do with setting the walk animation in data editor because the unit will still use regular animation speed lots of the time.
I should probably add that the way my game works it is possible to be revived within a split second of dying (during the death animation)
im a lil new to the whole events in actors but it shouldn't be a problem to do that, im assuming id have to do the opposite aswell (reapply the increased animation on death??)
okay so i tried looking into the events, UnitRevive event is easy enough i figure i might also use Unit Movement Update, im unsure what Msg Type to use for the action though to change animation speed, can anyone point me in the right direction? As i said before im new to the events in data editor so if theres any step im gonna need to do that you know of plz let me know
sorry for the late response ive been out of town, i went to the "Roach" unit in actors and went to the "Roach Death" model where i changed (Basic) Animation: Animation Speed
i dont know how to change animation using events, for example if i went to "Unit Revive" what would the action be? "Animation Set Time"? then how would i choose the specific animation to change the time of once i chose the message type, it shows a blank selection and the button "Customize"
If i could just set the death animation time to something lower and set the "Animation Speed" to normal maybe that would stop the multiplier on the walk animation?
sorry for the trouble, the part that confuses me the most is how to choose a specific animation so if i could clear that up i would actually be able to do trial and error and maybe figure out a lot for myself
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When i increase the Animation Speed of a units Death Model their Walk Animation will increase sometimes (this seems to happen on occasion when the unit is revived) Does anyone know why its happening and better yet how to keep the walk animation the same? I doubt this has anything to do with setting the walk animation in data editor because the unit will still use regular animation speed lots of the time.
I should probably add that the way my game works it is possible to be revived within a split second of dying (during the death animation)
Maybe you can reset the animation speed for the unit on the UnitRevive event.
@Kueken531: Go
im a lil new to the whole events in actors but it shouldn't be a problem to do that, im assuming id have to do the opposite aswell (reapply the increased animation on death??)
okay so i tried looking into the events, UnitRevive event is easy enough i figure i might also use Unit Movement Update, im unsure what Msg Type to use for the action though to change animation speed, can anyone point me in the right direction? As i said before im new to the events in data editor so if theres any step im gonna need to do that you know of plz let me know
How did you change the animation speed for the death model in the first place?
Unit Movement Update triggers, if the unit changes its movement status, aka if it starts or stops moving.
@Kueken531: Go
sorry for the late response ive been out of town, i went to the "Roach" unit in actors and went to the "Roach Death" model where i changed (Basic) Animation: Animation Speed
i dont know how to change animation using events, for example if i went to "Unit Revive" what would the action be? "Animation Set Time"? then how would i choose the specific animation to change the time of once i chose the message type, it shows a blank selection and the button "Customize"
If i could just set the death animation time to something lower and set the "Animation Speed" to normal maybe that would stop the multiplier on the walk animation?
sorry for the trouble, the part that confuses me the most is how to choose a specific animation so if i could clear that up i would actually be able to do trial and error and maybe figure out a lot for myself