set udg_CMS_Param_Missile_Model = "Abilities\\Weapons\\Arrow\\ArrowMissile.mdl"
But you can't set the animation speed of a special effect either... or am I missing some natives?
Or do I understand it wrong and are you replying on the missile system with dummy or missile units rather than the discussion of special effects and units?
@Wietlol
It will just change the speed of how dummy.mdx will change it's roll (or yaw, whatever you call it) speed. dummy.mdx has 360 animations fyi
@darwin
Just like Wietlol suggested, use dummy.mdx. Attach a special effect to it (esp. chest attachment) and let it do the job. Make sure to destroy the effect before you remove the unit to prevent memory leaks.
it only has 180 animations actually.
I don't really care how much animations a model gotnot a dummy model at least.
I can change its angle yaw and arc so... enough for me.
I don't really care how much animations a model gotnot a dummy model at least.
I can change its angle yaw and arc so... enough for me.
SetUnitFacing() ?
I don't mean the facing, I mean things like pitch. So when an archer shoots an arrow, it angles upward, then levels out and then angles down when it's about to hit the ground. I would like to do that in a custom projectile system. The only way I could think to do it was modifying the .mdx model and saving 5 different versions of the same unit. So when it fires, I use the "facing up" unit...swap it out after a while and so forth. It looks okay, but isn't smooth.
I'd love to have a command that lets me control the unit's pitch so I can tilt it upward. Does this exist using some kind of dummy unit?
If it is Vexorian's dummy model, it will allow you to tilt it's body into a 3D angle