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animation problem

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Nor

Nor

Level 3
Joined
Jun 30, 2013
Messages
50
:ogre_frown: this makes me mad,

anyways how do i make the attack,walk,stand (SPIN!!!) animation of blademaster work in my immolation based spell!
 

Nor

Nor

Level 3
Joined
Jun 30, 2013
Messages
50
to DivineLight: i know how to trigger it but the problem is i dont know what to trigger when deactivating the spell

  • Eternal Ichimonji 1
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) is Equal to Eternal Ichimonji
  • Actions
    • Set EI_Caster = Casting Unit
    • Trigger - Turn on Eternal Ichimonji 2
  • Eternal Ichimonji 2
  • Events
    • Time - Every 1 seconds of the gametime
  • Conditions
  • Actions
    • Animation - Play EI_Caster's attack,walk,stand animation
to Doomlord:
thats what i did first and it is the one that make me mad!
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
Wait a second. Ability based on Immolation? Ah right, togglable abilities cannot play animation even if you set it in that field.

By using Unit is issued order event, you can detect if the unit's issued order is equal to "immolation" or "unimmolation". If it is "immolation", that means the unit turns on the spell and you will play some animations, if it is "unimmolation", that means the unit turns off the spell and you will also play some animations :D

And yeah, use only one animation as DivineLight said.
 

Nor

Nor

Level 3
Joined
Jun 30, 2013
Messages
50
what should i do?
i just have to make 1 action but anyways it drains great mana so it should be fine with 6 seconds and stop animation.
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
  • Immolation Activate
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(immolation))
    • Actions
      • Game - Display to (All players) the text: FLAME ON!!!
      • Animation - Play (Triggering unit)'s spin animation
      • -------- We reset the unit's animation after we played it --------
      • Animation - Reset (Triggering unit)'s animation
  • Immolation Deactivate
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(unimmolation))
    • Actions
      • Game - Display to (All players) the text: flame off :<
      • Animation - Play (Triggering unit)'s stand, ready animation
      • -------- We reset the unit's animation after we played it --------
      • Animation - Reset (Triggering unit)'s animation
Test map attached.
 

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  • Animation Test.w3x
    18.4 KB · Views: 30
Level 13
Joined
Jan 30, 2012
Messages
1,298
  • Events
    • Unit - A unit Is issued an order with no target
  • Conditions
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Issued order) Equal to (Order(immolation))
      • Then - Actions
        • Animation - Play (Triggering unit)'s stand spin animation
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Issued order) Equal to (Order(unimmolation))
          • Then - Actions
            • Animation - Play (Triggering unit)'s stand animation
          • Else - Actions
edit:
is this right?
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
  • Events
    • Unit - A unit Is issued an order with no target
  • Conditions
    • (Ability being cast) Equal to Immolation
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Issued order) Equal to (Order(immolation))
      • Then - Actions
        • Animation - Play (Triggering unit)'s stand spin animation
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Issued order) Equal to (Order(unimmolation))
          • Then - Actions
            • Animation - Play (Triggering unit)'s stand animation
          • Else - Actions
edit:
is this right?

Ability being cast doesn't correspond to Unit is issued an order event.
 
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