Freeze animation

Status
Not open for further replies.

Chaosy

Tutorial Reviewer
Level 41
Joined
Jun 9, 2011
Messages
13,239
EDIT:
I solved it. You have to see the unit when he started to play the animation apparently..

Instead of making a new thread I will post my new issue here instead.
I want my unit to carry a torch in his hand, I made a custom ability based on item attack +1 and changed it, but it wont display in game.
d7a02a4a988969269a2ac1e91f7cc375.png


I tried to freeze a unit in the middle of an animation for a cinematic visual effect, however it does not work for me.
I made three tests, two do not work while one work.

  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Create 1 Villager (Male) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set u1_swap[1] = (Last created unit)
      • Unit - Create 1 Villager (Male) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set u1_swap[2] = (Last created unit)
      • Custom script: call SetUnitAnimationByIndex(udg_u1_swap[1], 6)
      • Custom script: call SetUnitAnimationByIndex(udg_u1_swap[2], 6)
      • Wait 0.20 seconds
      • Animation - Change u1_swap[1]'s animation speed to 0.00% of its original speed
      • Wait 0.20 seconds
      • Animation - Change u1_swap[2]'s animation speed to 0.00% of its original speed

  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Create 1 Villager (Male) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set u1_swap[1] = (Last created unit)
      • Unit - Create 1 Villager (Male) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set u1_swap[2] = (Last created unit)
      • Custom script: call SetUnitAnimationByIndex(udg_u1_swap[1], 6)
      • Custom script: call SetUnitAnimationByIndex(udg_u1_swap[2], 6)
  • Freeze Test
    • Events
      • Time - Elapsed game time is 0.20 seconds
    • Conditions
    • Actions
      • Animation - Change u1_swap[1]'s animation speed to 0.00% of its original speed
  • Test Copy
    • Events
      • Time - Elapsed game time is 0.40 seconds
    • Conditions
    • Actions
      • Animation - Change u1_swap[2]'s animation speed to 0.00% of its original speed

  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Create 1 Villager (Male) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set u1_swap[1] = (Last created unit)
      • Unit - Create 1 Villager (Male) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set u1_swap[2] = (Last created unit)
      • Custom script: call SetUnitAnimationByIndex(udg_u1_swap[1], 6)
      • Custom script: call SetUnitAnimationByIndex(udg_u1_swap[2], 6)
  • Freeze Test
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Animation - Change u1_swap[1]'s animation speed to 0.00% of its original speed
      • Animation - Change u1_swap[2]'s animation speed to 0.00% of its original speed
I can't use the working trigger though because I need another event..
 
Last edited:
Status
Not open for further replies.
Top