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A little stupid question on Anceints really.

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Well It's nothing that important, It's just I've been trying to make an Anceint that is not a building, I did think it would be rather simple since The Anceint's Animation is not even needing alternate, However that's doesn't seem to be the case, The main problem is that it stay rooted (The Rooted Animation at least) Where it stands still and "unroots" to walk then "roots" again, It stay "rooted" throughout attacking.
I've tried a few things to fix this but nothing seems to work, I think they main problem is that this Ancient Is Summoned, Placing it on the map normally would most likely work (I think). Anyway If anyone knows the answer, do tell please, The whole thing is drving me up the wall.
Anyway I would be most greatful(Or somthing like what) For any help given.

Renatirlia.
 
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I've tried the alternate've (Or whatever) Animation But Infact the Building Version of the Anceint's Are the alternate Part, The Walking around and what not stuff are just normal, Although it never acts that way, Even if you start as a whole other unit and just use it's model.
Another thing I tried was actually just using the building but have the root skill set on hoping it would start "unroot", However that went weird.
Renatirlia.
 
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Ok so I've i tired a few other ways, First I check to see if the unit itself was ok, Which it was, So I've been looking more at the Skill and Buffs, It's a Level 3 Tranform Skill really, I've took to using the Bear form skill cause it's not time related, (One of the forms has water based, I didn't want it turning back in the middle of deep water). Anyway For the third part I thought I would try something Alittle different and pull in an anceint, However no matter what I tried it continues to bug me, The Skill works fine at least I believe so, and the unit seems fine to, Just they don't seem to be working together well, I've tried adding A buff to the level 3 stats of the skill, However thee is nothing in the buff what would really change anything, I see no point in trying to add an effect, And that just left me with the skill itself, But yet again, I can't find anthing there that would change anything, Just thought I would update.
Renatirlia.
 
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Well, you're right about the alternate animation thing. However, there doesn't seem to be any problem with simply using the Ancient model without any special whatnot.

The only thing I can think of is if your unit has an ability that's telling it to use the alternate animations (like several morph abilities, things like Root or Mana Flare, etc., do).

I whipped up a map to test, so see for yourself. http://panto.wc3campaigns.com/misc/AncientTest.w3x

EDIT: Based on your last post, simultaneous to my last post, I have to conclude it's the "alternate" animation part of the morph ability. You can fix this by replacing the unit with an identical unit using the other model whenever it morphs, via trigger. Otherwise, you could try the trick in reverse, attempting to force the unit not to use the alternate animations. Not entirely sure how that might turn out, though.
 
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Oh, I know it was going to be something stupid, I see your point, it's trying to follow with the bear form actions. Is there any way to Edit the "Text -order string" Of course there might be another skill that doesn't use the alternate actions, I'm gonna try the Ethereal Form for the orcs, I don't believe that does, But Thanks for the help, I was really useful.
Renatirlia.
 
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UPDATE:

Ok So that didn't go so well, It seem all form changing things do the same, So I was thinking is there any way to Edit the Anceint's model and import a whole new Model, One without the alternate Animations?

Renatirlia.
 
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It's DEFINITELY not worth importing a model just for animations.

Make a completely separate unit that has all of the properties of the original unit (damage, attack, art, abilities, etc.), but give it a morph spell that changes it to the original unit instead of the new unit, and give it the new unit model (in this case, an Ancient).

Whenever the unit uses the morph spell, use a trigger to substitute the unit with one of your new units. This way it will *look* like it's morphing, and it will require the right mana and casting time. Since the new unit isn't under the geas of using an alternate animation, it will look just like the Ancient walking, not rooted.
 
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