Hey,
This is a question concerning alternative animation for those more complex models. An easy way to get a feel for what I mean by this, is to take the WC3 Obsidian statue model. As a statue it has ground movement type, but when it assumes Destroyer form it becomes air movement type.
When working with models that have animations such as, morph, stand alternate, walk alternate, ect. It is fairly straight forward to use the Statue/ Destroyer format as I mentioned above. The key is understanding they are actually two units, at least as far as World Editor is concerned. This gives map makers a lot of room for creativity, and there are several great custom models out there with neat alternate animations. We can find so many cool ways to incorporate them into our map.
But this is where it gets tricky. The destroyer / statue format may not work for everything. Suppose your unit has to co-exist and share experience. In other words, it can return to its initial form, and when it changes form it retains experience and other stats. A good example of this is a hero. How can one create a hero that has an alternate form unit? Much like the Alchemist's Chemical Rage. This seems to be the best way I found. However sometimes there are discrepancies in experience. Other morph abilities like Storm Crow, caused my game to crash, in almost every way I tried to use it.
I suppose hashtables may come in handy for cleaning up discrepancies, but you know what they say, prevention is better than the cure. So then, if someone out there is well-versed in the application of alternate animations, please respond to this thread with some tips for what unit spells / triggering (if any) are best suited for smooth, consistent results with the several different kinds of morph capable units (as aforementioned). And also how one configures a model to only use the alternate form animations.
This is a question concerning alternative animation for those more complex models. An easy way to get a feel for what I mean by this, is to take the WC3 Obsidian statue model. As a statue it has ground movement type, but when it assumes Destroyer form it becomes air movement type.
When working with models that have animations such as, morph, stand alternate, walk alternate, ect. It is fairly straight forward to use the Statue/ Destroyer format as I mentioned above. The key is understanding they are actually two units, at least as far as World Editor is concerned. This gives map makers a lot of room for creativity, and there are several great custom models out there with neat alternate animations. We can find so many cool ways to incorporate them into our map.
But this is where it gets tricky. The destroyer / statue format may not work for everything. Suppose your unit has to co-exist and share experience. In other words, it can return to its initial form, and when it changes form it retains experience and other stats. A good example of this is a hero. How can one create a hero that has an alternate form unit? Much like the Alchemist's Chemical Rage. This seems to be the best way I found. However sometimes there are discrepancies in experience. Other morph abilities like Storm Crow, caused my game to crash, in almost every way I tried to use it.
I suppose hashtables may come in handy for cleaning up discrepancies, but you know what they say, prevention is better than the cure. So then, if someone out there is well-versed in the application of alternate animations, please respond to this thread with some tips for what unit spells / triggering (if any) are best suited for smooth, consistent results with the several different kinds of morph capable units (as aforementioned). And also how one configures a model to only use the alternate form animations.