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Need help on Animations - Set unit animation speed

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Level 9
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Aug 7, 2009
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380
Well, hello again.
I'm working on a spell that hm... slows down the target unit the more the caster channels. So far, i've done a part of it till this part is not working at all (Animations - Set Unit's Animation speed).
All other stuffs work just fine on the target unit except for this. Wonder why?
Here goes the triggers

  • CS Ini
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set CS_Abilities[1] = FreezeChannel
      • Set CS_IndexFreezeMax = 100.00
      • Set CS_IndexFreezeIncrease = 0.50
      • Set CS_IndexFreezeDecrease = 0.50
      • Set CS_AnimationSpeedReduction = 2.00
      • Set CS_Color_RED = 100.00
      • Set CS_Color_GREEN = 100.00
      • Set CS_ColorReduction = 2.00
  • CS Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to CS_Abilities[1]
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CS_MaxIndex Equal to 0
        • Then - Actions
          • Trigger - Turn on CS Loop <gen>
        • Else - Actions
      • Set CS_MaxIndex = (CS_MaxIndex + 1)
      • Set CS_Caster[CS_MaxIndex] = (Triggering unit)
      • Set CS_Target[CS_MaxIndex] = (Target unit of ability being cast)
      • Set CS_Level[CS_MaxIndex] = (Level of CS_Abilities[1] for CS_Caster[CS_MaxIndex])
      • Set CS_TargetFreezeTime[CS_MaxIndex] = CS_IndexFreezeIncrease
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (CS_Target[CS_MaxIndex] is in CS_TargetGroup) Equal to True
        • Then - Actions
        • Else - Actions
          • Unit Group - Add CS_Target[CS_MaxIndex] to CS_TargetGroup
  • CS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer CS_CurrentIndex) from 1 to CS_MaxIndex, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in CS_TargetGroup and do (Actions)
            • Loop - Actions
              • Set CS_Target[CS_CurrentIndex] = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CS_TargetFreezeTime[CS_CurrentIndex] Equal to 0.00
                • Then - Actions
                  • Animation - Change CS_Target[CS_CurrentIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                  • Unit Group - Remove CS_Target[CS_CurrentIndex] from CS_TargetGroup
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in CS_TargetGroup) Equal to 0
                    • Then - Actions
                      • Custom script: call DestroyGroup (udg_CS_TargetGroup)
                    • Else - Actions
                • Else - Actions
                  • Game - Display to (All players) the text: (Name of CS_Target[CS_CurrentIndex])
                  • Set CS_TargetFreezeTime[CS_CurrentIndex] = (CS_TargetFreezeTime[CS_CurrentIndex] + (CS_IndexFreezeIncrease x (Real(CS_Level[CS_CurrentIndex]))))
                  • Animation - Change CS_Target[CS_CurrentIndex]'s animation speed to 0.00% of its original speed
                  • Animation - Change CS_Target[CS_CurrentIndex]'s vertex coloring to (0.00%, 0.00%, 100.00%) with 0.00% transparency
The change color seems to turn unit to 100% blue (so it's working) but not the animation speed :(
As i said, it's a very small part, so no leak-killer yet, just the animation speed to look at. Hope someone can help me out
 
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