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help with unit animation(model problem)

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Jan 31, 2010
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Im making a map which is snowball fight, but the snowball model i found is based off a golf ball i found here on the hive workshop.

The problem is:

When the snowball is created via (create unit at point), the unit gets big then shirnks, and then is a normal size and it rolls.
I believe its in the model, the way the animation was made, but i cant seem to make it just stay the one size. this is my trigger:

  • Throw
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Throw Snowball
    • Actions
      • Set Snowball_Counts = (Snowball_Counts + 1)
      • Set Snowball_CountMaxSize = 8191
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Snowball_Counts Greater than Snowball_CountMaxSize
        • Then - Actions
          • Set Snowball_Counts = 1
        • Else - Actions
      • Set Snowball_Caster[Snowball_Counts] = (Casting unit)
      • Set Snowball_CasterLoc = (Position of Snowball_Caster[Snowball_Counts])
      • Set Snowball_TargetPoint = (Target point of ability being cast)
      • Set Snowball_Angle = (Angle from Snowball_CasterLoc to Snowball_TargetPoint)
      • Unit - Create 1 Snowball for (Owner of Snowball_Caster[Snowball_Counts]) at Snowball_CasterLoc facing Snowball_Angle degrees
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has an item of type Red Dye) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the overhead of (Last created unit) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has an item of type Blue Dye) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the overhead of (Last created unit) using Doodads\Cinematic\TownBurningFireEmitterBlue\TownBurningFireEmitterBlue.mdl
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has an item of type Green Dye) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\Other\AcidBomb\BottleImpact.mdl
        • Else - Actions
      • Unit - Set the custom value of (Last created unit) to Snowball_Counts
      • Unit Group - Add (Last created unit) to Snowball_StartGroup
      • Set Snowball_Distance[Snowball_Counts] = (1500.00 + ((Real((Level of Upgrade Range for (Triggering unit)))) x 75.00))
      • Set Snowball_DistanceTravel[Snowball_Counts] = 0.00
      • Set Snowball_StunDuration[Snowball_Counts] = 1
      • Set Snowball_DistanceCount[Snowball_Counts] = 0.00
      • Trigger - Turn on Movement <gen>
      • Custom script: call RemoveLocation (udg_Snowball_CasterLoc)
      • Custom script: call RemoveLocation (udg_Snowball_TargetPoint)
http://www.hiveworkshop.com/forums/models-530/golf-ball-50720/?prev=search=golf&d=list&r=20
Thats the link for the golf ball.

Please help, this is driving me crazy
 
Level 1
Joined
Jan 31, 2010
Messages
4
I can't find anymore! and plus its the model us in DotA for the hero Tuskar, so i don't know if i imported it wrong or if its normally like this. I spose i need someone to try it for themselfs and tell me if they get the same problem..
 
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