• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

animation properties

Status
Not open for further replies.
Level 15
Joined
Oct 29, 2012
Messages
1,474
I don't really know, but afaik you could run a trigger so when an unit is just going to attack, play the animation you want (According to the system, so it must run with booleans). And The System would run that new animation instead of the original one, that's because the original one predates the new one, so it's overwritten. I hope I understood you.
 
Level 19
Joined
Apr 21, 2013
Messages
1,194
This is my method there maybe better ones but this works the way just as i want it

  • Spear
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Simple Adventurer
      • (Item-type of (Item carried by (Attacking unit) of type Spear)) Equal to Spear
    • Actions
      • Set animAttack = (Random integer number between 1 and 10)
      • If (animAttack Equal to 1) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 15)) else do (Do nothing)
      • If (animAttack Equal to 2) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 16)) else do (Do nothing)
      • If (animAttack Equal to 3) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 19)) else do (Do nothing)
      • If (animAttack Equal to 4) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 20)) else do (Do nothing)
      • If (animAttack Equal to 5) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 21)) else do (Do nothing)
      • If (animAttack Equal to 6) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 22)) else do (Do nothing)
      • If (animAttack Equal to 7) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 24)) else do (Do nothing)
      • If (animAttack Equal to 8) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 26)) else do (Do nothing)
      • If (animAttack Equal to 9) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 28)) else do (Do nothing)
      • If (animAttack Equal to 10) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 29)) else do (Do nothing)
 
Status
Not open for further replies.
Top