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Gates Animation

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Oct 23, 2005
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I've got a map, "Twilight Islands" where I'm trying to impliment gates as units that can be opened and closed, I think I've gotten it mostly settled, but I don't know how to make the gates "look the part" without using triggers, can anyone help me?
I know something similiar was done on "village builder" but the thing's damaged so I can't figure out how, any assistance would be appriciated.
 
I mean make them look open, like their "death alternate" animation, but without the use of triggers I'm clueless on how to do it.
 
What I think is used is a building that can use one of the "transform" abilities, such as the druid of the claw's bear form, to turn into a unit with a different pathing map, and stuck in the "death-alternated" animation.
 
I'll try the transform thing, but I cannot just add the animation to the gate because the full name is something like this: Death Alternate (1667 s), which is too big for Required animation names, sorry I forgot to mention, but I tried that first.
 
Jaronis said:
I'll try the transform thing, but I cannot just add the animation to the gate because the full name is something like this: Death Alternate (1667 s), which is too big for Required animation names, sorry I forgot to mention, but I tried that first.
You add "Alternate" to the unit property "Art - Required Animation Names", not "Death Alternate (1667 s)" or w/e, and there is no character length limit on that.
 
The problem is that alternate only effects the gate when it dies, but I need the gate to appear open while it's alive...
And that has been a real pain for me.
 
ooh.. i get it now, u have to use triggers for this (no other way, if the gate had a stand alternate animation which would be an open gate, only then it would work)
here is how to do it
Code:
event-
unit starts an effect of ability
condition-
ability being cast is open/close gate
action-
if unit-type of triggering unit equals to Gate (Open) then
   -animation - play triggering unit's death alternate animation
else
   -animation - play triggering unit's stand animation
 
Figures, I was really hoping to aviod that, but, if neccessary I guess I'll go through with it, anyways, I figured I could do the triggering, but this simplifies it, anyways, are you sure about the way that trigger works, I mean, if the triggering unit is open, and does the open animation, are you sure that wouldn't make the closed gate end up open? Nothing serious or importent, just curious.
 
Thanks, but for some reason it's not working, I've tried several variations, but the gate refuses to appear open,
 
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