Custom Birth Animation

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Before you post yes I did a search in the database and found a number of incomplete threads that never actually gave an answer.

I am also aware of the triggers Pyritie has on his icrecrown birth but those are not what I'm looking for and they don't seem to be MUI.

I have a separate model for the birth animation. What I'm looking for is that model to be placed and then the building (in stand animation) to fade in over time in the middle.
 
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Mar 6, 2006
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You could use

  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Wait 0.00 seconds
      • Animation - Play (Triggering unit)'s stand animation
Without the wait, the animation gets overridden by the death anim. I believe a better solution than a wait would be to use a timer with 0.00 expiration. This overrides the death anim.

However after the death time is over, decay animation is played, and the previous animation stops playing. You can either start a timer when the unit dies, make it expire after Art - Death time (object editor value for the unit) seconds or simply increase the Death time so the unit fades out with your trigger before it starts the decay animation.

And about the fading, add the unit into a unit group and store the fade value into an array or into a hashtable. Periodically pick units in the group, load their fade value, increase it, store it and set the ne fade value for the unit.
 
Also, keep in mind that if you use
  • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with (100 - (Percentage life of (Picked unit))% transparency
it will be setting the fading, depending on the percentage life of unit, but unfortunately, the melee construction doesn't work this way. It works, depending on the building time of the structure. So, if you want it to fade in, no matter how much it gets attacked by the enemy, it will still create it by the time the Stats - Build time finishes.
 
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