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    posted a message on Playing animation backwards

    @InfestMe: Go

    bump

    Posted in: Miscellaneous Development
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    posted a message on Playing animation backwards

    Here's what I'm trying to do: Play the New Folsom Prison Entrance animation in reverse. This is an animation involving doors opening and an elevator rising up. After the first animation runs I want it to close back up. I got the default animation from the campaign mission where you control Tosh. Ive tried making a loop that will just display the animation at 100%, then 99% then 98% etc but I wasnt able to get that to work. If you can help me get that to work or if there is a different way please help me out.

    Posted in: Miscellaneous Development
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    posted a message on [Data]Macros?

    When I was messing with giving burrowed Zerg units the Tunneling Claws ability to let them move while burrowed I noticed that the Roach actor has a macro called Zerg Burrow Mobile Anim and the Zergling and others have the Zerg Burrow Standard Anim. When I gave the Zergling the mobile animation though the actor looks like it is unburrowed but behaves like it is burrowed. Any help on how to modify the macros or create new ones? So far I haven't found them. Or if I'm wrong and I don't need this macro to animate the burrowed movement can anyone tell me how to do it?

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Burrowed movement

    So reviving this topic (hopefully). Has anyone been able to get their unit which they made capable of moving while burrowed to have the movement animation?

    I think it has something to do with the actor's macro command "Zerg Burrow Mobile Anim Macro" because when I use this in place of the standard anim macro the zergling looks like it is popped above ground even though it still acts burrowed. any idea how to modify these macros or make it work for other burrowed units?

    Posted in: Miscellaneous Development
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    posted a message on How do you add a unit that was made from a ability to a unit group?

    @mfirelord: Go

    Ok so why not have your trigger move 'RegionX' on your turret that is created from the ability, remove that turret and create a new one. That way it is created from the trigger.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Burrowed movement

    ok well if the model is the problem why not create an event that makes it morph into a modified roach model, one that is similar in size to the zergling? all you are going to see is the top of it anyways. it should happen so fast that you wont notice it unless it changes to the roach and then plays the roach's burrow effect animation. but that should work right?

    Posted in: Miscellaneous Development
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    posted a message on Spear?

    Hey any ideas on how I would be able to implement a spear like weapon ability? I would want it to be like Raynor's (sniper) penetrating bullet so that you can choose what direction to attack. After that I would want it to do instant kill to any infantry but hardly scratch mechs. It would also be cool to have some serious knockback from it so the unit being attacked would fly back when struck. Also does anyone have any ideas for a model that already looks close to a spear so I don't have to make my own (even though a spear would be really easy). I know how to do the damage modification depending on what unit it hits, but the other part is beyond me right now. I can haz halp?

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Burrowed movement
    Quote from Quakemaker: Go

    @Thalassicus: Go

    Well sir, I am stuck on creating this very same effect but you are even a step ahead of me, I have created a Zergling that can move while burrowed, now all I need is an animation for his movements while burrowed but I can't make sense of how to backwards engineer the infestors animation. At a complete road block, if you have the heart to give me a brief how-to I'd appreciate it.

    How did you get them to move? I've been able to get them to accept the command without any error and it draws the path for them to move, but they just sit there. Can you post what things you had to change? What I've done is to include the zergling (or whatever unit) as part of the units affected by the Tunneling Claws upgrade and copied the mover data from the roach. I tried adding the move button with the ability but that won't show up for some reason either. What attributes do you have to modify for the zergling to actually move?

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request
    Quote from Mohumasta: Go

    A request for how to make the Supernova Firewall please!

    Making it is simple. Make sure for your map that you include Campaign in your dependencies. The firewall is a unit called Wall of Fire. Do a search for it and it will be right there. I haven't messed with it though to know how you can manipulate it. That might be the more difficult part.

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Requesting tutorial on how to give burrowed units underground movement like the Infestor and the Roach. Also to give burrowed unit's that don't have a default avatar while burrowed if they are visible (IE the typical burrowed Zerg unit will appear showing its head or back when revealed by a detector, giving this same effect to another unit that does not, such as Kerrigan.) I understand that there are only a limited number of models to choose from for the burrowed look but anything will do.

    Posted in: Tutorials
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