In reply to DrSuperEvil:
Okay. Just got through clearing up a whole bunch of data related tasks so I can now put more attention to this. I think I understand the part about the unit alias, but would you mind elaborating a bit about how to use an effect as a reference for this? I just don't understand how this part works quite clearly.
1. [Revisiting] Issues with setting walking animations.
This is a response to post #218 when we were stalking about how setting walking animations. For starters, when you say the spider mine animation is broken, are you talking about the widow mine model? I am using the widow mine model for this.
Basically what I am trying to do is make a stukov-like walker building for Covert Ops. I have this factory attached to a covert ops widow mine model. On Mac, morphing abilities are currently bugged aren't working properly so I am trying to do this all through behaviors. I tried using the term: animationbaselineset>walk. Here is a look at the events setup for this:
The way I am doing this is that I have a behavior called Terran building no movement that sets the movement speed to zero by default. On unit birth the animation bracket starts to have it burrow then I have a behavior ability that switches off Terran building no movement for the unburrow animation. There is also another behavior that is activated when the behavior ability that switches off Terran building no movement is activated. Now I tried to insert animationbaselinestate>walk under the part where it says behavior.terranbuildingnomovementoff>animationbrakenstop. When I did this, the animation wouldn't even perform to begin with. So I am wondering what might be preventing it from working right. Maybe there is something in the default events that needs be changed?