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Golem ambush with birth animation

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Level 6
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Aug 27, 2013
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104
Hi there,

I can't figure out how to make this working. Golem should be laying on the ground like a doodad and when player come near it should awake playing birth animation. Problem is I can't change it ownership from neutral passive to hostile via trigger, and I can't remove loctus ability from it. Does anyone has an idea how to make this work?
 
Level 45
Joined
Feb 27, 2007
Messages
5,578
Golem should be laying on the ground like a doodad and when player come near it should awake playing birth animation. Problem is ... I can't remove loctus ability from it. Does anyone has an idea how to make this work?
Two golems, one with locust one without. The one without gets Hidden by a trigger, then at the right time remove the first locust golem and unhide the second. Should be seamless as long as you make them in the same spot with a trigger and pause them at the same point of their animation. I would do this to make them:
  • Set TP = (Center of GolemSpawn <gen>)
  • Set FACE = 196.00
  • Unit - Create 1 GOLEM for (Neutral Hostile) at TP facing FACE degrees
  • Set G1 = (Last created unit)
  • Unit - Add Locust to G1 //has to happen here so the second one doesn't collide
  • -------- --------
  • Unit - Create 1 GOLEM for (Neutral Hostile) at TP facing FACE degrees
  • Set G2 = (Last created unit)
  • -------- --------
  • Animation - Play G1's Birth animation
  • Animation - Play G2's Birth animation
  • Animation - Change G1's animation speed to 0% of its original speed
  • Animation - Change G2's animation speed to 0% of its original speed
  • Unit - Pause G1
  • Unit - Pause G2
  • Unit - Hide G2
  • Custom script: call RemoveLocation(udg_TP)
  • Unit - Remove G1
  • Unit - Unhide G2
  • Unit - Unpause G2
  • Animation - Change G2's animation speed to 100% of its original speed //I think it should resume playing the birth animation here, but if not you may need to order it again
 
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