There maybe be a “not” statement in actor events, but I’ve never seen it. What I would do is use the “Anim Playing” term to find if it is playing, and then if it is, use “set status” so create a makeshift boolean. Then check the status in the next event, and if the previous returned false, than that means the animation is not playing.
@AnOddRadish:
Well sort of. That would work if the animation is idle, but not if it is something else. If a unit is attacking, it isn’t idle, but it also isn’t using the spell animation, which might be what you are checking for.
Thats actually a pretty good idea, I may just use that. Its for a kick animation, I want it to play and override the auto attack animation right now when I send a signal to kick the kick animation starts playing but then will get overridden by the auto attack. Also once I implement the special ability animation I want it to also override the auto attack. Along with dodge and some others hehe.
Doesn't look like the ! works for animplaying. I added it but while auto attacking if I send a kick signal the kick starts but the auto attack still interrupts it then it keeps trying to play after each auto attack. While comical, watching the character flail their foot endlessly makes me sad too.
edit: I may be wrong it looks like my kick animation may have bugged, going to try it again.
Is there a term or something I can use to make an animation only play if another isnt playing?
@Sneakervek: Go
wouldn't that just be changing the unit idle?
@Sneakervek:
There maybe be a “not” statement in actor events, but I’ve never seen it. What I would do is use the “Anim Playing” term to find if it is playing, and then if it is, use “set status” so create a makeshift boolean. Then check the status in the next event, and if the previous returned false, than that means the animation is not playing.
@AnOddRadish:
Well sort of. That would work if the animation is idle, but not if it is something else. If a unit is attacking, it isn’t idle, but it also isn’t using the spell animation, which might be what you are checking for.
Great to be back and part of the community again!
@TacoManStan: Go
Thats actually a pretty good idea, I may just use that. Its for a kick animation, I want it to play and override the auto attack animation right now when I send a signal to kick the kick animation starts playing but then will get overridden by the auto attack. Also once I implement the special ability animation I want it to also override the auto attack. Along with dodge and some others hehe.
Don't forget the Animation Done event.
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
There maybe be a “not” statement in actor events
You can add the term you want to your event, then open the events in raw data view and add a !, so your term would look this way:
!AnimPlaying XYZ
Does not work for all terms, though. Never tested it with AnimPlaying
@Kueken531: Go
Doesn't look like the ! works for animplaying. I added it but while auto attacking if I send a kick signal the kick starts but the auto attack still interrupts it then it keeps trying to play after each auto attack. While comical, watching the character flail their foot endlessly makes me sad too.
edit: I may be wrong it looks like my kick animation may have bugged, going to try it again.
edit2: nope doesnt seem to work