This is what I'm trying to do. I want a unit to be able to run when i push the "R" key and walk again when the "R" key is pushed again. I can change the movement speed with triggers just fine, but I can't figure out how to change the walk animation to a run animation. How do I do this?
No, it shouldn't. He's looking for a trigger solution. I don't get why people keep trying to make data editor solutions when all he wants is maybe four total lines of code.
There's an action called "Turn Animation Properties On" which takes an actor and an animation as input. Use "slow" as the animation; this will append every animation the unit makes with "slow". This will only affect the walk animation because it is probably the only one with a "slow" alternate. Now, instead of using the "walk" animation, the unit will use the "walk slow" animation, which is the difference from running and walking. Use the off action to switch back.
No, it shouldn't. He's looking for a trigger solution. I don't get why people keep trying to make data editor solutions when all he wants is maybe four total lines of code.
haha okay, probably because it's simpler in data and saves you laggy keypress functions to boot
Certain situations dictate the need for trigger solutions as opposed to data ones. Perhaps he is making an RPG and doesn't want run/walk to take up space in the command card?
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This is what I'm trying to do. I want a unit to be able to run when i push the "R" key and walk again when the "R" key is pushed again. I can change the movement speed with triggers just fine, but I can't figure out how to change the walk animation to a run animation. How do I do this?
Create a toggle ability, like banshee cloak only have the behaviour modify the unit's movement speed.
Events+ in your unit's actor.
Behaviour <Your Behaviour> On
Animation Bracket Start
Opening: None
Whatever the middle one is called: Whatever the walk anim is called
Closing: None
Behaviour <Your Behaviour> Off
Animation Bracket End
Now make sure your behaviour buff is disabled while the unit has no orders else he'll play his walk anim while stationary.
This should be in the data section.
No, it shouldn't. He's looking for a trigger solution. I don't get why people keep trying to make data editor solutions when all he wants is maybe four total lines of code.
There's an action called "Turn Animation Properties On" which takes an actor and an animation as input. Use "slow" as the animation; this will append every animation the unit makes with "slow". This will only affect the walk animation because it is probably the only one with a "slow" alternate. Now, instead of using the "walk" animation, the unit will use the "walk slow" animation, which is the difference from running and walking. Use the off action to switch back.
Take a look at the speed boost ability for the void seeker.
haha okay, probably because it's simpler in data and saves you laggy keypress functions to boot
Certain situations dictate the need for trigger solutions as opposed to data ones. Perhaps he is making an RPG and doesn't want run/walk to take up space in the command card?