@Zalafina: You could set the angle of attack to 180.0 then it will be an exact top view
"Camera - Apply camera object Angle Of Attack 180.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration"
And then pan the camera to the unit
"Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.4 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning".
The event and the "Over 0.4 seconds" will configure the "swaying", so if you have an event like "Timer - Every 0.01 seconds of Game Time" and the panning set to "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning" There will be no "swaying" at all. But I am pretty sure you can lock the camera instead of panning like in the old editor.
Edit: Ohh, I almost forgot... Use a action that says "Camera - Apply camera object Distance 45.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration" to set the height of the camera.
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So you can't hide/remove the animation?
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I forgot to say it needs to be a trigger, but thanks for the reply :)
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But srsly, I want the units to take some damage when they come close to me.
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@Zalafina: You could set the angle of attack to 180.0 then it will be an exact top view "Camera - Apply camera object Angle Of Attack 180.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration"
And then pan the camera to the unit "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.4 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning".
The event and the "Over 0.4 seconds" will configure the "swaying", so if you have an event like "Timer - Every 0.01 seconds of Game Time" and the panning set to "Camera - Pan the camera for player 1 to (Position of (Unit)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning" There will be no "swaying" at all. But I am pretty sure you can lock the camera instead of panning like in the old editor.
Edit: Ohh, I almost forgot... Use a action that says "Camera - Apply camera object Distance 45.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration" to set the height of the camera.
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As the title says, how can I remove the attack animation?
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Read the title :p
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Last bump :(
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I NEED TO KNOW!!! :C
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Answer me! :3
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The title says it all. :)
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And it goes all the way back to the top!
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@SouLCarveRR: I dunno, but probably... If anyone figures out how to do it please post a reply :3
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So, how do you rotate the turret?! T.T
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And it goes right to the top^
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I mean like the turret on this tank ->