[Solved] how do I make kodo rider use its drumming animation while casting a spell?

Level 2
Joined
Dec 5, 2017
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15
Hi
My Kodo Rider hero has a healing spray ability. Is there a way to have the unit use the drumming animation for healing spray's animation? I've tried all the animation names I know of and none of them seem to work.
 
Level 30
Joined
Aug 29, 2012
Messages
1,382
If he's using the standard kodo beast model, try spell slam. The animation field in the ability editor takes 1 word per line, else it doesn't work

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Level 2
Joined
Dec 5, 2017
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15
Both slam and spell just make him use the animation for devour. I'm looking for the alternate idle animation where hes just drumming.
 
Level 30
Joined
Aug 29, 2012
Messages
1,382
He does slam a bit during that animation :p Anyway you can look at the animation names by placing the unit on the map, the one you refer too is probably stand channel - 3 but you'll most likely need to play it via trigger because it's a "rare" animation and you can't specify that only in the ability editor
 
Level 2
Joined
Dec 5, 2017
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15
Oh neat, never noticed that somehow.
Ok so I can get him to play the animation I want now but only when he's not doing anything else with a trigger but healing spray still does slam/spell. Even with a trigger telling him to use Stand Channel 3 and when I leave the healing spray's animations blank. Is there a way to override healing spray's animation?
 
Last edited:
Level 24
Joined
Feb 27, 2019
Messages
833
The native SetUnitAnimationByIndex(unit, integer) can be used to set a units animation using integer value to determine which animation to play. It worked fine for Healing Spray with the event Starts the effect.

On a sidenote. The Walk Channel animation looks kinda funny. I added it with:
  • Animation - Add the channel animation tag to unit
I forgot an important part related to what you said. Many events have the effect of what that event includes occur later, lets call it a frame later. If one tries to play a custom animation for a spell at an event that occurs just before the actual spell animation is played, the custom animation one tries to play is overridden immediately by the spells animation. In that case one can delay the playing of the custom animation by at least a frame.
 
Last edited:
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