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attack animation pattern

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well, there's this when a unit attacks and it uses stab animation. how can i change the unit to stab, then to chop, then to stab again!? there's this 40 animation villager that i got and i wanna make it to it's full potential.
also, can you help me when i equip some shield attachment it turns into defend animation?

theres two questions...
 
well, there's this when a unit attacks and it uses stab animation. how can i change the unit to stab, then to chop, then to stab again!? there's this 40 animation villager that i got and i wanna make it to it's full potential.
also, can you help me when i equip some shield attachment it turns into defend animation?

theres two questions...

Hmm, for first you might use this:
  • Attack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to YOUR UNIT
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 100) Equal to 50
        • Then - Actions
          • Animation - Play (Attacking unit)'s stab animation
        • Else - Actions
          • Animation - Play (Attacking unit)'s chop animation
I think this will work...

And for other: You can make some kind of system, like:
-Shields are Campaign Items, or to make it for every single shield:
THIS IS FOR EVERY SHIELD:
  • Shield
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Tome of Experience
    • Actions
      • Animation - Add the SHIELD animation tag to (Hero manipulating item)
  • Shield Remove
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Tome of Experience
    • Actions
      • Animation - Remove the SHIELD animation tag to (Hero manipulating item)


And this is for Campaign Items:
  • Shield
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to Campaign
    • Actions
      • Animation - Add the SHIELD animation tag to (Hero manipulating item)
  • Shield Remove
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to Campaign
    • Actions
      • Animation - Remove the SHIELD animation tag to (Hero manipulating item)
I hope this helps :grin:
 
Hmm, for first you might use this:
  • Attack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to YOUR UNIT
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 100) Equal to 50
        • Then - Actions
          • Animation - Play (Attacking unit)'s stab animation
        • Else - Actions
          • Animation - Play (Attacking unit)'s chop animation
I think this will work...

And for other: You can make some kind of system, like:
-Shields are Campaign Items, or to make it for every single shield:
THIS IS FOR EVERY SHIELD:
  • Shield
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Tome of Experience
    • Actions
      • Animation - Add the SHIELD animation tag to (Hero manipulating item)
  • Shield Remove
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Tome of Experience
    • Actions
      • Animation - Remove the SHIELD animation tag to (Hero manipulating item)


And this is for Campaign Items:
  • Shield
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to Campaign
    • Actions
      • Animation - Add the SHIELD animation tag to (Hero manipulating item)
  • Shield Remove
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-class of (Item being manipulated)) Equal to Campaign
    • Actions
      • Animation - Remove the SHIELD animation tag to (Hero manipulating item)
I hope this helps :grin:

You must remember that Animation and Attack Animation is 2 different thing
Perhaps, your Animation is too slow, perhaps the original Attack Animation is faster, which will make the game looks weird
You're swinging a sword (doesn't hit yet) but the unit already taken some damage
 
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