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Animation - Play (Triggering unit)'s Alternate animation
if u want use villager with 40 animation then i use like this
at map init
Set Attack_Anim[1] = Attack Flesh//hammer&axe[left hand]
Set Attack_Anim[2] = Attack Flesh//same also for long sword[left hand]
Set Attack_Anim[3] = Attack Channel//short sword[right hand] + shield[left hand]
Set Attack_Anim[4] = Attack Lumber//bow[left hand]
Set Attack_Anim[5] = Attack Gold//dual weapons[both hand]
Set Attack_Anim[6] = Attack//mage staff/wand etc[left hand]
system work like if i pick bow then the correct animation for bow is "Attack Lumber" so Attack_Int[Player number of (triggering player)]=4
Attack animation
Events
Unit - A unit Is attacked
Conditions
(Attacking unit) Equal to Hero[(Player number of (Owner of (Attacking unit)))]
Actions
Set plNR = (Player number of (Owner of (Attacking unit)))
Animation - Play (Attacking unit)'s Attack_Anim[Attack_Int[plNR]] animation
Damn so every time unit attack i must play his animation? i thought i could set alternate animation like when heroes do critical or bash and it always attack like that Thx for help anyway
Setting the animation tag is just for that, the unit always plays the animations that have the tag.
Like if you have attack and attack alternative animations and you add alternative tag to the unit, it will always use the alternative animation when attacking.
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