• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

need help on a defend ability

Status
Not open for further replies.
Level 14
Joined
Apr 20, 2009
Messages
1,543
can someone explain to me why the defend ability shows the defend animation of the unit that used the defend ability?

Because I want to make a new defend ability which you can't turn on/off and does the same but then for 1 second...

any ideas?

also: should I trigger this or can this be done in object editor only?
 
Level 7
Joined
Nov 19, 2007
Messages
253
maybe try to use "Hardened Skin" skill but it donsnt do same effect u can also use disabled spellbook put defend in it without animation then order turn on defend with triggers. well thats my ideas maybe someone got something better
 
Level 15
Joined
Aug 11, 2009
Messages
1,606
can someone explain to me why the defend ability shows the defend animation of the unit that used the defend ability?

Because I want to make a new defend ability which you can't turn on/off and does the same but then for 1 second...

any ideas?

also: should I trigger this or can this be done in object editor only?

The defend abilty does this cause this is what the ability is supposed to do.
If you want to make an ability similar to this without having the defend animation,i would suggest you to find another similar ability to edit in Object Editor or just create one by triggers.
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
The defend abilty does this cause this is what the ability is supposed to do.
If you want to make an ability similar to this without having the defend animation,i would suggest you to find another similar ability to edit in Object Editor or just create one by triggers.

No, that's not the case... I want it WITH the defend animation XD
(Thats why I asked why it was showing the animation, maybe there's some line in the object editor that allows me to play a unit animation I dunno XD)
But i don't want the ability to be manually turned off by the user... I want to turn it off after 1 second of use (and then the user is permitted to turn it on again for 1 second)... Using cooldown instead of the turn on/off function ;) But that seems impossible as far as I tested :S
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
Then do it with triggers...just add this line to the unit-play defend animation...and a wait command before it turns off.

already tryed that, but no success 0.o... It didn't show the animation for some stupid reason ><

Here is the map so you can see the problem by yourself:
http://www.hiveworkshop.com/forums/pastebin.php?id=xojqpn

the custom ability defend has the right data and the right animation but the second defend ability has no animation (which I tryed to add through triggers but I failed) and has the wrong data (which is not a big deal since I'm probably gonna trigger that anyways...)
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
You are probably doing something wrong...can you post the trigger you used?

press f5 and you can see the map :D

because If I posted the trigger then that would probably make no sence XD... Here it is:

  • Press defend
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Defend 2
    • Actions
      • Set up[1] = False
      • Set down[1] = False
      • Animation - Play Footman 0001 <gen>'s defend animation
      • Trigger - Turn off up press <gen>
      • Trigger - Turn off down press <gen>
      • Trigger - Turn off up release <gen>
      • Trigger - Turn off down release <gen>
      • Trigger - Turn off move backwards <gen>
      • Trigger - Turn off move forward <gen>
see? No reason at all why it shouldn't show the animation... ^^
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
thanks for helping me out ;)

EDIT: sorry man, kinda tired today.. I'm off to bed ;) I will check this thread as soon as I wake up tomorrow :D
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
I don't see anything wrong in the trigger,and i've tried it another way myself and didn't worked :S

I'm not really sure if the animation is called "defend".The problem might be there...

defend is the right term, I tested it by changing the walk animation I used for the movement system into defend animation...

strange huh ;(?

and the strangest part is that the trigger does respond to the other actions instead of the animation which should work correctly because when I test the defend animation in something that has nothing to do with the skill it just works fine :S

the animation is built in to the model of the footman as a defened stance

that doesn't mean you can't play the animation through triggers ;) tested...

EDIT: rlly got to go to sleep now cya guys ;(
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Basically the defend ability is a turn on/off ability, which means, when its on, the unit takes the alternative animations for it (Stand Defend, Walk Defend, Attack Defend) when its turn off its uses the basic animations (Stand [1,2], Walk, Attack). If you are using something else that changes the animation while the ability is ON, that probably will block the defend ability animation.
 
I know problem!!! 11!!! 1!!! <unnessesary spam, but i'm tired, ok?>

  • done defending
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Defend 2
    • Actions
      • Animation - Remove the defend animation tag to Footman 0001 <gen>
      • Trigger - Turn on up press <gen>
      • Trigger - Turn on down press <gen>
      • Trigger - Turn on down release <gen>
      • Trigger - Turn on up release <gen>
      • Trigger - Turn on move forward <gen>
      • Trigger - Turn on move backwards <gen>
and
  • Press defend
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Defend 2
    • Actions
      • Set up[1] = False
      • Set down[1] = False
      • Animation - Add the defend animation tag to Footman 0001 <gen>
      • Trigger - Turn off up press <gen>
      • Trigger - Turn off down press <gen>
      • Trigger - Turn off up release <gen>
      • Trigger - Turn off down release <gen>
      • Trigger - Turn off move backwards <gen>
      • Trigger - Turn off move forward <gen>
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
I know problem!!! 11!!! 1!!! <unnessesary spam, but i'm tired, ok?>

  • done defending
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Defend 2
    • Actions
      • Animation - Remove the defend animation tag to Footman 0001 <gen>
      • Trigger - Turn on up press <gen>
      • Trigger - Turn on down press <gen>
      • Trigger - Turn on down release <gen>
      • Trigger - Turn on up release <gen>
      • Trigger - Turn on move forward <gen>
      • Trigger - Turn on move backwards <gen>
and
  • Press defend
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Defend 2
    • Actions
      • Set up[1] = False
      • Set down[1] = False
      • Animation - Add the defend animation tag to Footman 0001 <gen>
      • Trigger - Turn off up press <gen>
      • Trigger - Turn off down press <gen>
      • Trigger - Turn off up release <gen>
      • Trigger - Turn off down release <gen>
      • Trigger - Turn off move backwards <gen>
      • Trigger - Turn off move forward <gen>

Why to add a tag to a model that already has it? This is stupid seriosly.. >.<
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
Why to add a tag to a model that already has it? This is stupid seriosly.. >.<

I'll try it at home ;) I'm at school a.t.m.
If it works then monkeys took over meh brain 0.o!
But that would be pretty sweet :cool:


maybe you can use Divine Shield as a base? theres an option in game constants that allows you to turn it off.

haven't heard of such a gameplay constant, I'll look into it ;)

b.t.w. guys I don't want to turn it off/on manually ;) Just to let you guys know I'm trying to make an ability that turns itself off after 1 second of use... Just like for example a spell like thunder clap or so...
 
Level 20
Joined
Jul 6, 2009
Messages
1,885
  • Defend
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(defend))
    • Actions
      • Wait 1.00 seconds
      • Unit - Order (Ordered unit) to Human Footman - Stop Defend
      • Unit - Remove Defend 2 from (Ordered unit)
      • Wait 1.00 seconds
      • Unit - Add Defend 2 to (Ordered unit)
  • Stop Defend
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(undefend))
    • Actions
      • Wait 0.05 seconds
      • Unit - Order (Ordered unit) to Human Footman - Defend
This may help :wink:
*In "Defend" triger i removed ability since cooldown didnt work*
 
Status
Not open for further replies.
Top