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Morphing Issues

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Level 2
Joined
Aug 15, 2007
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11
Hello all,

I'm working on a Shape Shifting hero using a modified Bear Form ability, and some animation issues have me completely stumped. This is the case:

I have two heroes: a Dreadlord (the normal hero) and a Myrmidon (which is really a Dreadlord completely modified to function like a Myrmidon). The Dreadlord has the needed UI buttons to change to and fro; I'm using the custom Myrmidon so I can toy with different attack and defense types, among other things.

Now -- the Shape Shifting works just fine, but whenever I switch to the Myrmidon it automatically starts out pseudo-submerged. It's not really submerged (that would be hard on solid ground), but its "idle" animation seems to be changed to the bubbles and circles you normally see when you Submerge a Naga. It immediately surfaces when I give it an order, and I can block the whole submerging thing by looping a "submerge" Animation trigger, but that's a pretty ugly hack.

Does anyone know what exactly I'm missing here? Why does the game decide to swap the normal "idle" with the "submerged" animation? Does it have something to do with the whole Bear Form thing? Could that trigger the same systemics that are triggered when you select Submerge?

Any help would be greatly appreciated; thanks in advance.
 
Level 10
Joined
Mar 30, 2007
Messages
447
well, for amphibious units, there are alternate animations. Some models have alternate animations, the myrmidon, has an alternate stand animation (i am doing this out of memory, correct me if im wrong) which shows him in the water. While his normal stand animation shows him standing normally. AS well as alternate move animations and blah blah blah.

Now, go to the object editor to the myrmidon unit you have created. The way i see it, is that you have chosen the Submerged myrmidon to edit off of. You have 2 options. You can re-do the unit, basing it off a normal myrmidon. Or if you edit your myrmidon unit you will see some animation options under the Art- sections (the top ones). There are alternate animations, with strings written into them. I have not been in WE for a while so i do not know exactly what they are called. They should be under some category relating to Alternate animations. Simply delete these, and the animations should no longer be bugged. Or you can do the other option of re-doing the unit.

(This is to the best of my memory and understanding, i have not worked with WE for a while but most of this information i remember well as i had a similar problem, correct me if im wrong any where)
 
Level 2
Joined
Aug 15, 2007
Messages
11
Well... I've carefully checked and double-checked each value, so that both the custom hero and the original, unsubmerged Myrmidon are now exact matches (with the exception of hero-only stuff, of course), and still nothing. When I place the unit in the editor it's all good, but as soon as the game starts it chooses the "stand swim alternate" animation over the default stand animations.

Any other ideas?
 
Level 2
Joined
Aug 15, 2007
Messages
11
Excuse the double-post, but I've narrowed down the possibilities: unless I'm gravely mistaken, it definately has something to do with the "bearform" and "unbearform" commands in the custom Shape Shift ability. When I Shape Shift the Dreadlord into a Myrmidon, move it into a pool of deep water and order it to Submerge/Unsubmerge, the animation issue is resolved.

Is it possible to give the unit an "Unsubmerge" command one way or another? I've tried to do it via the Unit - Issue Order with no Target, but that drop-down menu only has preset orders... And Submerge/Unsubmerge are not in there.

I've tried swapping "bearform" and "unbearform" with "submerge" and "unsubmerge", by the way, without effect.
 
Level 2
Joined
Aug 15, 2007
Messages
11
I've solved my issue -- not exactly in a way I would have preferred, but at least it's working.

I've modified a Crow Form ability to be able to reverse the whole submerging thing without breaking the Bear Form morph; I'm calling that ability via "Force UI" and removing it immediately afterwards. The player will never see the button, and I get a pretty Myrmidon that isn't trying to submerge its way into solid rock. I can even let it keep its default "Submerge" button, which was more or less the point.
 
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