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[Solved] How to change unit default animation?

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Level 17
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Nov 13, 2006
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1. ~Solved~
i made a custom item based top goblin shop, replaced model to villager and changed collision to 10 but still i cant go close to unit, so collision dont work for shops or i forget something?

2. how can i set the unit animation in object editor?
i mean example if i have villager and default animation is the 1 handed attack, i can change to 2handed attack (like illidan attack when he use both hand) or bow attack animation instead normal animation?

(in object editor at abilities what is that art animation? if i use a item then it replace normal attack to typed animation?)

3. ~No real solution~
how can i remove the commande buttons (follow, stop,attack)? and if i can remove i can replace with skills?

4. ~No real solution~
can replace that area near portrait where is my attributes/armor/attack type/icons etc to text, example i want list my attributes without icon, critical/evasion rate etc

5.
how can i make from passive skills/aura a active buff skill?
( evasion/critical/life steal/+hp/+mp/+def etc )
example: +30% evanasion for 10sec (but must be debuffable with purge)

(note: for hp&def have avatar ability but idk if that debuffable with purge)

reason: i want make purge ability useable in game

6. can i convert toggle skill to normal buff skill (i mean remove that autocast thing from skills)?

7. ~ Solved ~
how can i remove the buff icon what is attached to overhead when i use rune speed ability or any ability?

8. ~ Solved ~
if i pause a unit via trigger then i can deal dmg to him during he is paused?

9. makeing unit sleep with trigger, is interruptable if enemy attack the sleeping unit or only with wake up trigger undoable?

10. human - unit defend skill

a) what is there the attack spd factor or how its work, reduce my attack rate if i activate the defend ability?
b) damage dealt is 1 then reflect back 100% dmg or what?
c) magic damage reduction is reduce every spell dmg by that value what i give or its %?
d) deflect dmg take by spells is reflect the spell dmg? (and if its 1 then its reflect back the whole spell dmg?)

11. ~ Solved ~
frost nova - undead lich king
there have a cool effect when for a short second target is covered with ice, somehow i can extended that special effect duration?

12. how can i make more ability what need 1 target (example firebolt) for spellbook?

i want make a summoner spellbook but without a target kinda crap coz i summon the unit for 1 single powerfull attack and i must select 1 enemy unit in 600 range and its random + sometimes dont have nobody around caster then was time waste for casting cinematic etc :/

with target skills could be far easier coz already have a target what i can attack, i tryed add targets in object editor to channeling skills but dont work
 
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Level 12
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Oct 16, 2010
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680
1. you need to remove the buildings pathing (don't remember the name)

2. you can't change it
you can only do it in a model editor and its not such an easy thing.
but there is a villager model out here on THW that has several attack animations such as 1hand attack 2hand attack and ranged attack
 
Level 17
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1,814
1st post updated

1. you need to remove the buildings pathing (don't remember the name)

2. you can't change it
you can only do it in a model editor and its not such an easy thing.
but there is a villager model out here on THW that has several attack animations such as 1hand attack 2hand attack and ranged attack


1. i tryed set to none but still got that invisible area around the unit, anyway i replaced with another unit (waygate -> tent2+trigger teleport)

2. y i noticed just model was over 1mb and if i put many other attachment then map could be damn huge size :/

i got another one but still same problem with useing different attack animation with different item



1.i searched before i posted and got this model but kinda huge size, i hoped have something with lower file size , with less animation :D

***i got 1 http://www.hiveworkshop.com/forums/models-530/villager-64141/index14.html#post2038087 ***

2. picture isnt appear in tutorial but anyway i know how can i attach that ok just animation what item/-autoattack depend and not skill casting depend

3.
http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/basic-animations-97548/

still idk how could i replace animation with item ability, its talk about trigger(what example could be mad when i want do archer/dagger user with 700-800 agility)/casting spell animation but nothing about animation replace with pasive skill/item ability
 
Level 7
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Apr 1, 2010
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just have a trigger that detects when a unit picks up an item, and if the item it picks up is == to two handed sword do something like this,
  • Animation - Add the gold animation tag to No unit
i don't know what string tag you'll need.
 
Level 37
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Mar 6, 2006
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1. i made a custom item based top goblin shop, replaced model to villager and changed collision to 10 but still i cant go close to unit, so collision dont work for shops or i forget something?

Set collision value to a small value and set Pathing - Pathing map to none.


3. how can i remove the commande buttons (follow, stop,attack)? and if i can remove i can replace with skills?

You can remove attack by removing the attack ability from a unit.

  • Custom script: call UnitRemoveAbility(*unit*, 'Aatk')
Or add ward classification to the unit in object editor. You can also set movement speed to 0 in object editor.

These have minor donsides like the unit not being able to move or use any abilities.
 
Level 8
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Jan 8, 2010
Messages
493
4. i don't think you can really replace that area with an all-text space since it's an in-game thing. but you can change the tooltips and icons in it at Advanced -> Gameplay Interface. just look for the Text - there. that way you can change what is written and change the icons to a black one so it won't show.
 
Level 17
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Nov 13, 2006
Messages
1,814
just have a trigger that detects when a unit picks up an item, and if the item it picks up is == to two handed sword do something like this,
  • Animation - Add the gold animation tag to No unit
i don't know what string tag you'll need.

ok but if i want do 2handed attack then i must add everytime animation to unit?

Custom script: call UnitRemoveAbility(*unit*, 'Aatk')

what is the other constant ability names in custom script? (i mean follow/stop etc)
 
Level 8
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493
5. you need to create a new skill for each skill you want to be a buff. then when the skill is casted on a unit, add the passive skill to the unit via triggers. when you use Purge, it dispels basically buffs on a unit, so you need to have a periodic trigger that checks if the unit has a buff or not. if it doesn't have the buff, remove the passive skill.

6. you can just add a new icon to the skill to make it look like it is non-autocastable. but if you really want it not to be autocastable (right-clicking it will not have the running lines along the skill's border) create a new skill and use triggers to add the buff.

7. check the Art fields of the buff. usually it is the Art - Target. remove it.

8. yes. the only way you can't damage a unit is when it is hidden, invulnerable or has Locust ability.

11. change the skill's Data - Duration fields.
 
Level 17
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7. check the Art fields of the buff. usually it is the Art - Target. remove it.

11. change the skill's Data - Duration fields.

7. all target field is empty (i talk about rune movement speed skill when it is used like unit ability)

11. that only for effect duration, dont have relationship with casting animation duration

i tryed this
  • Special Effect - Create a special effect attached to the chest of (Random unit from (Units currently selected by Player 1 (Red))) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
but anyway dont have a right point for attach this effect :D

edit: i got a similiar thing in doodas, icecrown crystal, so 1st post edited :p
 
Level 8
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493
7. i mean, Art fields in the buff, not in the ability. if the example is the Rune of Speed, its buff is the Speed Bonus (check it in the Buffs tab). you'll see there is a Art - Target : Speed Bonus (Target), the one with the lightning horseshoe, there.

11. oh, i thought you were talking about the slow duration XD
you wanted that ice-model for a longer duration? i don't have knowledge about models, but i guess you'll have to do something about its model. the ice-model seemed to have something like a timed appearance so unless its model is edited, it won't appear for a long duration.

EDIT:
9. i tried making a unit sleep via triggers
  • Unit - Make Unit Sleep when unprovoked
  • Unit - Make Unit Sleep when unprovoked at night
and i'm not successful :|
though i guess when a unit is asleep, it wakes up when it takes damage just like a normal sleeping creep.
 
Level 17
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1,814
7. i mean, Art fields in the buff, not in the ability. if the example is the Rune of Speed, its buff is the Speed Bonus (check it in the Buffs tab). you'll see there is a Art - Target : Speed Bonus (Target), the one with the lightning horseshoe, there.

11. oh, i thought you were talking about the slow duration XD
you wanted that ice-model for a longer duration? i don't have knowledge about models, but i guess you'll have to do something about its model. the ice-model seemed to have something like a timed appearance so unless its model is edited, it won't appear for a long duration.

EDIT:
9. i tried making a unit sleep via triggers
  • Unit - Make Unit Sleep when unprovoked
  • Unit - Make Unit Sleep when unprovoked at night
and i'm not successful :|
though i guess when a unit is asleep, it wakes up when it takes damage just like a normal sleeping creep.

ty, again a question, how can i make alot ability in spellbook what required a single target (example firebolt ability).
problem is channeling non target ability :/
 
Level 17
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what do you mean in a spellbook? like you have many single-target abilities in a one spellbook? as long as those abilities don't have the same Base Ability ID they should be fine.

i mean example 11 dummy abilty what need a target and action go with trigger so i dont think i can avoid the same abiltiy id.

(coz hero got after this summoner spellbook, a another spellbook with another abilities and half of them again trigger needed abilities)
 
Level 8
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if they're based off the same single-targetting ability (Fire Bolt, Storm Bolt, etc) then they will really all fire at once. If you have many single-target abilities and you're out of abilities to base them from just use Channel and trigger the effects. using Channel allows you to change the Base Ability ID.
 
Level 17
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if they're based off the same single-targetting ability (Fire Bolt, Storm Bolt, etc) then they will really all fire at once. If you have many single-target abilities and you're out of abilities to base them from just use Channel and trigger the effects. using Channel allows you to change the Base Ability ID.

but channel is non target ability....but i need target for triggers...
 
Level 8
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Channel can be changed to a Unit Target, Point Target, Either Point or Unit, or even an Instant ability. change its Data - Target Type to any, and you'll have a spell that can be used as a base to any ability you could think of. having Data - Options : Targeting Image causes it to have the target circle, too.
 
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