Difference between revisions of "IceCC Animations"

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(Created page with '===Init=== Initialization: This is played when the unit is created. ===Death=== This is played when the unit is killed (not when it is removed). ===GndAttkInit=== Ground Attack…')
 
m (1 revision imported: Restoring SC1 backup)
 
(No difference)

Latest revision as of 00:32, 21 March 2015

Init

Initialization: This is played when the unit is created.

Death

This is played when the unit is killed (not when it is removed).

GndAttkInit

Ground Attack Initialization: This is played when the image begins to attack a ground unit.

AirAttkInit

Air Attack Initialization: Exactly the same as GndAttkInit, with the exception that it applies to air units.

Unused1

Unknown/unused.

GndAttkRpt

Ground Attack Repeat: This is played when the units cooldown has completed, the gotorepeatattk opcode has been called, and the unit is still attacking. This applies only to ground attacks.

AirAttkRpt

Air Attack Repeat: Exactly the same as GndAttkRpt, with the exception that it applies to air units.

CastSpell

This is played when a spell is cast.

GndAttkToIdle

Ground Attack to Idle: This is played when a unit returns to an idle state after a ground attack.

AirAttkToIdle

Air Attack to Idle: Exactly the same as GndAttkToIdle, with the exception that it applies to air units.

Unused2

Unknown/unused.

Walking

This is played when the unit moves.

WalkingToIdle

This is played when the unit stops moving.

SpecialState1

This is some sort of category of special animations. In some cases it acts as an in-transit animation, it is sometimes used for special orders, it sometimes has to do with the animation when something finishes morphing, or the first stage of a construction animation

SpecialState2

This is some sort of category of special animations. In some cases it acts as a burrowed animation, it is sometimes used for special orders, it sometimes has to do with the animation when canceling a morph, or the second stage of a construction animation

AlmostBuilt

This is played at one part of the build animation.

Built

This is played when the unit is built.

Landing

This is played when a flying building lands.

LiftOff

This is played when a flying building lifts-off.

IsWorking

This is played when the unit is researching an upgrade or technology, or training or building units. This is also used for some other animations for some sort of work being done

WorkingToIdle

This is played when the task being performed for IsWorking returns to idle state.

WarpIn

This is played when a unit or building warps-in.

Unused3

Unknown/unused.

StarEditInit

Previously was incorrectly called InitTurret. This is actually an alternate initialization animation that is played when the unit is created in the campaign editor.

Disable

This is played when the unit becomes disabled, either through the "Set Doodad State" trigger action or by not being in the psi field of any pylons.

Burrow

This is played when the unit burrows.

UnBurrow

This is played when the unit unburrows.

Enable

This is played when the unit becomes enabled, either through the "Set Doodad State" trigger action or by being in the psi field of any pylons.