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birth animation

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Level 5
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Apr 22, 2008
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how can i change a buildings birth animation? i tried making the building transparent, and using a dummy unit with the birth anim as its model, but the anim didnt sync with the building, so it looked weird. any suggestions?
 
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Level 11
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Nov 12, 2006
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Their isnt any different kind of birth animations for buildings unfortunately. You could however trigger it so that once a building goes under construction that it starts at 25% of its construction time or something (so it at least can begin or end without having to go through all the animations).
 
try this..

  • Melee Initialization
    • Events
      • Map initialization
      • Unit - A unit Begins construction
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Town Hall
          • (Unit-type of (Triggering unit)) Equal to Keep
          • (Unit-type of (Triggering unit)) Equal to Castle
    • Actions
      • Custom script: local effect SFX
      • Unit - Hide (Triggering unit)
      • Set Point1 = Position of (Triggering unit)
      • Special Effect - Create a special effect at (Point 1) using Your model here
      • Wait 40.00 seconds
      • Custom script: call DestroyEffectBJ( SFX )
      • Custom script: call Removelocation(udg_Point1)
      • Unit - Unhide (Triggering unit)
 
Level 5
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Apr 22, 2008
Messages
139
so would this sync the anim with the construction? cuz it looks really weird for the anim to restart in the middle of construction
and yeah, i can just set a trigger to kill the effect when the unit dies

EDIT: is it possible to make the effect different sizes for different buildings?
 
Level 5
Joined
Sep 21, 2005
Messages
119
the sizing is dependent on the model you use for your effect, so I would actually say using that way, no.. Also, to match with the time of construction, you'd have to set your own time.. I dunno this whole thing is kinda puzzling to me.. I'm still thinking of another way. Maybe ikill can help you out further.
All the best,
~Gloom
 
  • Custom script - local unit U
  • Unit - Create 1 (Birth dummy) for (Neutral passive) at position of (Triggering unit)
  • Custom script - set U = GetLastCreatedUnit()
  • Animation - Play (Last created unit)'s Birth animation
  • Animation - Set (Last created unit)'s Animation speed to.. (Your speed here)
  • Animation - Set last created unit's scaling to 2.00 (if you want..)
  • Wait - (A varing amount, this will be how long the unit takes to build)
  • Custom script - call RemoveUnit(U)
This is meant to fit with my last trigger's stuff. you can change the animation speed for faster/slower buildings.
 
Level 5
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Apr 22, 2008
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ok thanks +rep

gaa im trying to implement this, but im getting confused with the custom scripts. would you mind giving me a sample map with the trigger in it?
 
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