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Actor Animations

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Level 9
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Dec 21, 2006
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490
the problem: my unit plays it's attack anim on attack then returns to stand animation (WeaponStop.*.AttackStop: AnimBracketStop Attack). that's nice if only one unit is close, but i want my unit to stay in attack animation if it is targeting already a new unit. any idea which argument or event could be added?
 

Dr Super Good

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Level 64
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I imagine you need to use some form of timer. Only stop playing the animation 1 game frame after the unit stops attacking with a weapon. If the unit aquires a new target it is done the same frame so this would allow you to stop the timer (if you can do that) and then keep in the attack animation.
 
Level 9
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Dec 21, 2006
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i think i have tried what you mean (if i got you right) before.
WeaponStop.*.AttackStop: start timer 3 seconds
timer expired : AnimBracketStop Attack
( i cannot trigger the aquisition of a target, can i?)
but this bugs the animation and makes the unit play the stand anim.
weapon backswing is set to 3 seconds and phase is 2.
 
Level 9
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Dec 21, 2006
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i have used 2 timers now. The first one running out 0,1 seconds. 2nd after 3 seconds. so i can stop the 2nd timer while first one is running. all works fine now. i was already on the right track but i didn't know that timers have to be stopped (thought they have same behavior like trigger timers) thx alot
 
Level 22
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Feb 4, 2005
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If you tick the Play Forever flag for actor event or actor message through triggers, the unit plays that animation. Strangely forever is actually only for a long time, so setting animation duration or time scale through triggers could also do the trick in general.
 
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