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Melee Spellbreaker (Open Source)

It's just a spellbreaker but with added melee attack and stand channel; it's not really meant for anything much but rather as an open source base for anyone who wants to make a swordsman with a very long dress. Or even go nuts and make a shielded battlemage!

Here's the visibility configurations of this model:
  • weapon (original): stand 1, stand 2, walk, walk defend, death, cinematic listening, stand ready one, attack one, stand ready defend one, attack defend one, spell 2 -> bound to weapon bone
  • bone hand right: stand ready two, attack two, stand ready defend two, attack defend two -> bound to bone hand right
  • spell bind: spell 1, stand channel -> bound to spell bind, child of bone hand right
Also:
  • Ranged attack is Attack One, meaning you have to use the Attack 1 in the Object Editor
  • Melee attack is Attack Two, meaning you have to use the Attack 2 in the Object Editor
  • To use both (like melee against ground units, ranged against air units), go to Combat - Attacks Enabled: Both
    • To use only one attack type, like ranged/melee only, go to Combat - Attacks Enabled: Attack 1 Only/Attack 2 Only, respectively
If you want a mage with a shield instead, you can opt to change spell 1 -> spell attack then delete the attack animations, delete spell 2 as well
  • Go to Combat - Attacks Enabled: Attack 1 Only

I may update this with Spell Slam and Spell Defend in the future

Huge thanks to Spacebuns, Symphoneum, and Mr Ogre Man for their help in the Retera Model Studio Discord Server.
Huge thanks to Twilac for her help in importing geosets that are already assigned to an existing animation node without timescaling
Thanks to Retera for some clarifications regarding Siege Engine attacks

Any criticisms and feedbacks are welcome. Heads up though: there's a bug where blood splats may appear out of nowhere even though they are all already defined in death animation with time.

Updates:
16/03/2023: (re)added the ranged attack (Attack Two and Attack Defend Two)
13/04/2023: re(added) the blurred spinning weapon thingy for stand ready two, attack two, attack defend two, spell 2, and stand ready defend two; and added stand channel
13/04/2023: switched the One and Two combat animations for convenience
Contents

Melee Spellbreaker (Open Source) (Model)

Reviews
Mr Ogre man
Only issue that remains is that he should be ranged in Attack One and melee in Attack Two and not the other way around, that way you can easily replace the existing model in your folder without worrying in melee maps.

Ardenaso

HD Model Reviewer
Level 33
Joined
Jun 22, 2013
Messages
1,824
This'd be perfect if, instead, these were -alternate animations or -one/ -two animations (for example, if people want a unit that wants to attack melee vs infantry and ranged vs air units). I don't think it'd be hard to implement, either.
hmm like siege engines? shouldn't be hard to implement
 
Last edited:
Level 3
Joined
Nov 11, 2021
Messages
28
It doesn't really matter.
Because wc3 always picks Attack1 for overlapping target filter, Attack1/2 is not swappable.
Users have to ensure animation names anyway.

Only issue that remains is that he should be ranged in Attack One and melee in Attack Two and not the other way around, that way you can easily replace the existing model in your folder without worrying in melee maps.
 

Ardenaso

HD Model Reviewer
Level 33
Joined
Jun 22, 2013
Messages
1,824
It doesn't really matter.
Because wc3 always picks Attack1 for overlapping target filter, Attack1/2 is not swappable.
Users have to ensure animation names anyway.

it's different here, Attack One uses the Attack 1 in the Object Editor, Attack One uses the Attack 2 in the Object Editor

it functions exactly the same as how the Siege Engine attacks
 
Level 3
Joined
Nov 11, 2021
Messages
28
it's different here, Attack One uses the Attack 1 in the Object Editor, Attack One uses the Attack 2 in the Object Editor

it functions exactly the same as how the Siege Engine attacks
We are talking the same thing.
1. Object Editor Attack1/2 is not equivalent/swappable, because if both Attack1/2 can apply to a target, wc3 always uses Attack1.
So Attack1 must be the default/preferred attack.
2. Object Editor Attack1/2 uses animation tag One/Two, the only way to change it is rename animation.
3. So if both attacks are to be used, 50% condition User need to swap animation anme of Attack One/Two depending on which melee or ranged attack must be the default one.
 

Ardenaso

HD Model Reviewer
Level 33
Joined
Jun 22, 2013
Messages
1,824
We are talking the same thing.
1. Object Editor Attack1/2 is not equivalent/swappable, because if both Attack1/2 can apply to a target, wc3 always uses Attack1.
So Attack1 must be the default/preferred attack.
2. Object Editor Attack1/2 uses animation tag One/Two, the only way to change it is rename animation.
3. So if both attacks are to be used, 50% condition User need to swap animation anme of Attack One/Two depending on which melee or ranged attack must be the default one.
idk it works properly for me when I set One to attack only ranged and Two to melee
 
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