- Joined
- Feb 2, 2006
- Messages
- 1,631
I want to play talk animation for the portrait of a unit without hiding the HP and mana and without sending any text when the sub titles are enabled. Is this possible? I am using
.
Even when I pass null as text, it seems to move the latest ingame message one row to the top.
It would be fine if I could access the portrait model via frame natives and force a talk animation.
I have tried
which does not work. Is there any way to play the talk animation of the portrait without these annoying side effects?
It would be really useful for this system: Baradé's Unit Sound Sets 1.0
edit:
It seems not to work with the origin frame portrait but with a custom frame on top of the origin fram portrait.
I will try to create a fake portrait frame and you have to rename the portrait model's animation into one of the known animation names for sprites: The Big UI-Frame Tutorial
Basically, I modify the portrait model and call the talk animations "morph 1", morph 2" etc.
JASS:
SetCinematicScene
Even when I pass null as text, it seems to move the latest ingame message one row to the top.
It would be fine if I could access the portrait model via frame natives and force a talk animation.
I have tried
JASS:
call BlzFrameSetSpriteAnimate(BlzGetOriginFrame(ORIGIN_FRAME_PORTRAIT, 0), 1, 0)
It would be really useful for this system: Baradé's Unit Sound Sets 1.0
edit:
It seems not to work with the origin frame portrait but with a custom frame on top of the origin fram portrait.
I will try to create a fake portrait frame and you have to rename the portrait model's animation into one of the known animation names for sprites: The Big UI-Frame Tutorial
JASS:
// birth = 0
// death = 1
// stand = 2
// morph = 3
// alternate = 4
call BlzFrameSetSpriteAnimate(model, 3, 0)
Basically, I modify the portrait model and call the talk animations "morph 1", morph 2" etc.
Last edited: