Staredit Network > Forums > SC2 Custom Maps > Topic: Alter Actor Model Animation
Alter Actor Model Animation
Jan 27 2014, 6:00 am
By: Dabbu  

Jan 27 2014, 6:00 am Dabbu Post #1

One thing that really bugs me about the new zealot is how they attack.
The SC1 Zealot was much more fearsome.

I'd like to alter the attack animation pool (via actor messages?) in order to keep mainly the traditional stabbing attacks.
Another thing I'd like to do is increase the animation speed during those animation, right now they look "Lazy".


Jan 27 2014, 2:48 pm TF- Post #2


I remember doing that, you want to find the name of the animation from the cutscene editor, might be something like Attack 02, then edit the actor message that plays the animation so it always plays Attack 02 instead of Attack, that same message has parameters to let you edit animation time scale, change from -1 to like 2 to make it twice as fast.


Jan 28 2014, 4:57 am Dabbu Post #3

I figured it would be something like this had I looked through the actor messaged, but was feeling lazy and posted about it...
and thusly OMG I LOVE YOU.


  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
Please log in to shout.

Members Online: Roy, RIVE, Zycorax, KrayZee