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disabling alternate animations

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Thank you. Sry for it..

Elven God: Thank you for it. I just find this too. But.
If you use Locust swarm, it delays some seconds, then it adds the "alternate" tag. My problem is that, if you add this too early, it won't to anything, if add to late, then the player will see it for some milisecs. But i tried with some "special effects", and the player can't notice this

by the way: locust 'alternate' tag is added about after 0.25-0.35 secs.
 
Level 19
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Well you can remove the Alternate anims from model..
but it will increase KB because you'll import the edited one
 
Go to the Object Editor and find Demon Hunter (Morphed).

Remove anything within the Required Animation Names, Required Animation Names - Attachments, Required Attachments Link Names, and Required Bone Names fields. This should solve your problem. These fields are all placed one after another, and they are under the "Art" section. If you wish to remove the fireball projectile attack you can tamper with the fields under "Combat".

Change the Range from 600 to 100. For the targets field remove "Air". Change the Attack Type to Hero, and remove everything under Area of Effect and Attack 1 Damage Factor. Only do this to Attack - 1. This is , at least, what the differences are between morphed and unmorphed demon hunters.
 
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Thanks for helps guys!

Hawkwing: As soon as i have time, i will try what you said. I'll check those fields.

I think O2 mode is the best. - I decided to do some effects to 'hide' the DH for those some 0.x secs, when he is morphed.

Just Spectating: The funny with locust swarm is that it doens have any data field linked to animations. So the DH even doesn't use his morphing animation, just pops ut as a big black guy.
-> This could be useful in other situations. Oh and he doesn't morph to an other unit just changes the animation. The hero remains exactly the same!
 
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