- Joined
- Aug 3, 2004
- Messages
- 2,878
I got this script from here: http://www.hiveworkshop.com/forums/...88/?prev=search=birth%20animation&d=list&r=20
It works great for any unit except when upgrading: ie town hall to a keep, etc. I've tried switching it to triggering unit, entering unit, and having a second script just for those structures. Ideas?
It works great for any unit except when upgrading: ie town hall to a keep, etc. I've tried switching it to triggering unit, entering unit, and having a second script just for those structures. Ideas?
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Birth Normal
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Events
- Unit - A unit Begins construction
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Constructing structure)) Equal to Orifice
- (Unit-type of (Constructing structure)) Equal to Colony
- (Unit-type of (Constructing structure)) Equal to Hive
- (Unit-type of (Constructing structure)) Equal to Cell
- (Unit-type of (Constructing structure)) Equal to Nest
- (Unit-type of (Constructing structure)) Equal to Chamber
- (Unit-type of (Constructing structure)) Equal to Brooder
- (Unit-type of (Constructing structure)) Equal to Destor
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Conditions
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Or - Any (Conditions) are true
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Actions
- Custom script: local effect udg_SeedSFX
- Custom script: local unit udg_SeedBuilding
- Set SeedBuilding = (Constructing structure)
- Special Effect - Create a special effect attached to the origin of (Constructing structure) using zbtex.mdx
- Set SeedSFX = (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Orifice
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Then - Actions
- Wait 45.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Colony
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Then - Actions
- Wait 34.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Hive
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Then - Actions
- Wait 34.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Cell
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Then - Actions
- Wait 14.50 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Nest
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Then - Actions
- Wait 20.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Chamber
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Then - Actions
- Wait 9.50 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Brooder
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Then - Actions
- Wait 25.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Constructing structure)) Equal to Destor
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Then - Actions
- Wait 13.00 seconds
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Constructing structure) is alive) Equal to True
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Then - Actions
- Special Effect - Destroy SeedSFX
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Else - Actions
- Do nothing
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If - Conditions
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Events