I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Atm I'm modifieing a Scientist model's actor.
With the predefined settings I'm able to make the unit run, walk and wounded, scared.
How can I change the actor's walk setting to be the wounded run animation of the scientist?
Preferable with Events...
I guess I have to fill the other fields because the animation property consists out of 3. :S
I am an actor-events noob but I don't think you can have an actor play multiple animations at once.
If that's even what you're asking?
I've been trying to make an Immortal play it's attack animation while walking and it simply doesn't do it through actor events.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
It's not 2 animations. It's a special animation.
The scientist has more than 50 animations. A few are related to wounded group and a few are related to scared.
e.g.
Behavior.DummyRun.On
-> AnimGroupApply Fast
will make the unit run instead of walk.
Behavior.DummyWound.On
-> AnimGroupApply Wound
makes the unit play the wounded animation sets...
You have to remove the groups to have the default group again.
But I would like add the "wounded run" animation to the group now.
I see... Can't help you mate, sorry
Maybe you can help me with this:
I've created a Data-Editor Leap Ability, and basically it's just a Launch Missile (Zealot) that flies through the air in an arc, and then when it hits the impact, the teleport effect happens.
Is there a Data-Editor way of 'hiding' the original zealot as soon as the ability is cast? Because right now it just looks like this zealot throws another zealot in the air and then switches places
]
Edit: Set Opacity 1.0 seemed to work for when he cast the ability. But when the Effect happened, Clear Opacity didn't make my zealot reappear, and now he doesn't disapear at all!
Edit2 : Nevermind, made it work
Post has been edited 2 time(s), last time on Jan 5 2011, 10:06 pm by Cardinal.
None.
I am not sure where you see the wounded run animations at. The scientist uses the same animations as colonists which is a set of 23 different animations and the only other walking animation is run fast. In the events for the scientist actor it shows you can apply a wounded behaviour which slows down the unit and is the same for all colonist based units.
None.
Hmm, I've been looking at the scientist actors events and it's confusing me.
I am not entirely sure you can change his 'default walking' - have you considered doing a work-a-round - so that you just apply this behaviour which causes him to walk 'differently', but make the flags of the behaviour hidden?Actor events are gay.
Post has been edited 1 time(s), last time on Jan 6 2011, 6:52 pm by Cardinal.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I am not sure where you see the wounded run animations at. The scientist uses the same animations as colonists which is a set of 23 different animations and the only other walking animation is run fast. In the events for the scientist actor it shows you can apply a wounded behaviour which slows down the unit and is the same for all colonist based units.
Proof that the animation exists!Dependencies are Liberty campaign + Liberty mod patch 1.1.3.
I guess that I don't have more ressources because my Version is GER... ;D
That is messed up. On mine the actual model has no animations and it uses the animation file for the colonist.
Anyway for the actual problem I would try changing the animation baseline and the walk index to whatever animation you want.
None.