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[General] Ancients (Night Elf) and their Rooted/Uproot animations

Discussion in 'World Editor Help Zone' started by Sephalo, Sep 14, 2015.

  1. Sephalo

    Sephalo

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    Hey there,

    I'm a bit stuck on a matter with the Ancients (night elf buildings).

    I've got a custom Hero that looks like the Ancient Protector model, and I am making a spell that (if targeting this kind of unit) orders the ancient to root. With this I can let a druidic unit cast the spell on ancients to order them to root.

    How do I change the ancient's animation so that he really roots (like a building would)? There's no animation name for this I believe.

    I'd also like to make use of their animations so that if they are going to root, they'll play the right animation for it to do so.
     
  2. DEE-BOO

    DEE-BOO

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    • Animation - Add the alternate animation tag to Unit
    Also make them morph before you add the tag.
    • Animation - Play Unit's morph animation
     
  3. userid907

    userid907

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    if you want it to root/uproot transfer ancient protector alternate animation to your model
    here is animation transferer tools :
    http://www.hiveworkshop.com/forums/tools-560/oinkerwinkles-animation-transferer-255165/
    http://www.hiveworkshop.com/forums/tools-560/wc3-bone-animation-transfer-1-0-0-0-a-256148/
    or search it at google.

    to make ancient protector root/uproot do this
    • Start
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to your spell
      • Actions
        • Set moves = (Current movement speed of (Triggering unit))
        • Unit - Set (Triggering unit) movement speed to 0.00
        • Animation - Play (Triggering unit)'s morph animation
        • Animation - Add the alternate animation tag to (Triggering unit)

    and
    • Finish
      • Events
        • Unit - A unit Finishes casting an ability
      • Conditions
        • (Ability being cast) Equal to end spell
      • Actions
        • Animation - Play (Triggering unit)'s morph alternate animation
        • Animation - Remove the alternate animation tag to (Triggering unit)
        • Unit - Set (Triggering unit) movement speed to moves


    complete :D
     
  4. Sephalo

    Sephalo

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    The problem is that when it's attacking, it doesn't turn like a rooted Ancient Protector building would, but instead it turns the entire base of the model too.
     
  5. userid907

    userid907

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    try using metamorphosis for dummy
    set normal form unit to your unit
    and alternate form unit to your another unit with same model
    but dont forget to add this to your alternate form unit
    Art - Required Animation Name
    Art - Attachment link name
    Art - Required bone name
    to what you desire

    and do this
    • Melee Initialization
      • Events
        • Unit - A unit Is attacked
      • Conditions
        • ((Unit-type of (Triggering unit)) Equal to Ancient Protector) and your condition
      • Actions
        • Unit - Add Metamorphosis dummy to (Triggering unit)
        • Unit - Order (Triggering unit) to Night Elf Demon Hunter - Metamorphosis


    i hope this help you