I'm having problem with this unit. It can morph, like, say the Greater Spire, and it all works out, up until it gets to finishing the morph animation. When the morph stand animation is done, I can't seem to get it to play the morph anim right. It just plays the morph end anim, but only the one for the morph model, not the one for the actual unit.
Here's what happens:
Unit is given order to morph - morph anim from unit to cocoon - plays the cocoon stand anim (aka morph stand) - plays the morph end anim for the cocoon (the cocoon unraveling), and then inside...is nothing. After a short milisecond, the final unit model appears. I can't get the animation of the unit that morphs to show it unraveling from the cocoon. The cocoon unravels with nothing inside and after barely a second shows the full unit appear like magic.
I want to do something like the greater spire. I'm using the Lurker Den model and the morphing model, but the actors in the campaign for that are messed up when I use them without the campaign dependency on top or when I copy it from the campaign, since the actors are not coded the same way as the greater spire. So what I need to do is this:
Once the cocoon unravels, I need to have the Lurker Den birth anim (named "Morph", not "Birth") play underneath the cocoon so that as it unravels, doesn't show nothing inside (I don't want the morph anim to just end and show nothing inside the cocoon as it opens up, then the full unit model after that anim ends. I want basically 2 anims at the same time, one from the cocoon and one from the actual building, and each are different models.), but rather the Lurker Den birthing.
What exactly do I need to do to make that work? I know it's possible as it happens with the Greater Spire when its cocoon unravels to show the mutated spire birthing.
Do I code this on the Cocoon's actor, or on the final unit's actor?
Same problem. I've been messing for an hour. Anyone? I found death animation but birth seems to be somewhere else and I am not looking for build animation.
Edit: I think you could make an autocast ability on the unit as soon as it's spawned or trigger the ability in event 'On Unit Finish Building'. And the ability would make an animation. Would that work for you?
If this is done through an actual ability as opposed to triggers, you could add an event to actor for the unit being created (the one coming out of the cocoon) along the lines of Unit Birth (Unit name) >> AnimPlayBracket (or whatever its called) Birth, Stand. Birth being under the intro line and Stand being content.
Not entirely sure how this particular message would work out in game, but it is an actor message that you're looking for.
I'm having problem with this unit. It can morph, like, say the Greater Spire, and it all works out, up until it gets to finishing the morph animation. When the morph stand animation is done, I can't seem to get it to play the morph anim right. It just plays the morph end anim, but only the one for the morph model, not the one for the actual unit.
Here's what happens: Unit is given order to morph - morph anim from unit to cocoon - plays the cocoon stand anim (aka morph stand) - plays the morph end anim for the cocoon (the cocoon unraveling), and then inside...is nothing. After a short milisecond, the final unit model appears. I can't get the animation of the unit that morphs to show it unraveling from the cocoon. The cocoon unravels with nothing inside and after barely a second shows the full unit appear like magic.
I want to do something like the greater spire. I'm using the Lurker Den model and the morphing model, but the actors in the campaign for that are messed up when I use them without the campaign dependency on top or when I copy it from the campaign, since the actors are not coded the same way as the greater spire. So what I need to do is this: Once the cocoon unravels, I need to have the Lurker Den birth anim (named "Morph", not "Birth") play underneath the cocoon so that as it unravels, doesn't show nothing inside (I don't want the morph anim to just end and show nothing inside the cocoon as it opens up, then the full unit model after that anim ends. I want basically 2 anims at the same time, one from the cocoon and one from the actual building, and each are different models.), but rather the Lurker Den birthing.
What exactly do I need to do to make that work? I know it's possible as it happens with the Greater Spire when its cocoon unravels to show the mutated spire birthing. Do I code this on the Cocoon's actor, or on the final unit's actor?
Bump. Can anyone help?
bump
Same problem. I've been messing for an hour. Anyone? I found death animation but birth seems to be somewhere else and I am not looking for build animation.
Edit: I think you could make an autocast ability on the unit as soon as it's spawned or trigger the ability in event 'On Unit Finish Building'. And the ability would make an animation. Would that work for you?
If this is done through an actual ability as opposed to triggers, you could add an event to actor for the unit being created (the one coming out of the cocoon) along the lines of Unit Birth (Unit name) >> AnimPlayBracket (or whatever its called) Birth, Stand. Birth being under the intro line and Stand being content.
Not entirely sure how this particular message would work out in game, but it is an actor message that you're looking for.