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HappyCockroach
HappyCockroach
And setting different animations to different attack types, no idea how to do that.

I guess your turret pointed upwards to target air because buildings are able to rotate their "bone_turret", which always faces the current target. Units do not, since they're able to move and face the target themselves. (And that doesn't mean the animation played changed)
MiniMage
MiniMage
It's nowhere near that complex.

It has nothing to do with a bone turret. The bone turret is for rotation, sure. But not in a vertical direction, but a horizational direction. For horizontal directions, you need a building. But it's not about rotation, it's all about animation names and the editor settings. It's not even difficult.
HappyCockroach
HappyCockroach
Well then, if it's easy you should be able to implement it. Did you try it? The only way to change animation names in attacks is via triggers or abilities such as Cleaving Attack, etc. Else it will always pick one at random. And having 2 attacks which target the same kind of units, but from different ranges, doesn't seem to work...
MiniMage
MiniMage
Triggers? No, you edit the model and change the animation names for the animations. THEN you tinker with the editor. :D
HappyCockroach
HappyCockroach
God... Hive modelers should really inform themselves about animation names.

(Character count limit made me split the message...)

Even being sure it didn't work, I've set the attack anims to Attack 1 - 1, Attack 1 - 2, Attack 2 - 1 and Attack 2 - 2. It doesn't work because:
HappyCockroach
HappyCockroach
- Firstly, "1" or "2" aren't valid animation strings. They don't work even in spell animation names (that was a PROXY's fault as well, you can't choose between the spell anims)
HappyCockroach
HappyCockroach
- Secondly, Attack 1 and Attack 2 call for the same animation, which is "Attack". Any animation with the "Attack" string will be randomly picked upon an attack. That means you can't configure one animation to ranged attack and another to melee attack, you can only add different projectiles, effects, etc.
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