- Joined
- Aug 6, 2009
- Messages
- 697
Hello, I am having an issue where the animation of a unit is not being activated. I believe it's because the object editor spells always play an animation regardless if there is an animation in the "Art - Animation Names" category.
My assumption is that as soon as the spell is detected the trigger's animation fires first and then the spell overwrites it and plays the spell animation instead. I tried adding the name of the animation (Spell Channel 2) to the "Art - Animation Names" category but it still doesn't use that animation. Instead, the caster uses the stand animation.
Is there anyway to fix this problem whether it's with triggers or in the object editor? I know if I delay the animation call by even a millisecond the "SetUnitAnimationByIndex" will work. However, I don't want to add a short 0.03 timer to a loop just to make it happen in an instant spell.
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Untitled Trigger 002
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Channel
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Actions
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Custom script: call SetUnitAnimationByIndex(udg_UST_Caster[udg_UST_Index], 16)
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My assumption is that as soon as the spell is detected the trigger's animation fires first and then the spell overwrites it and plays the spell animation instead. I tried adding the name of the animation (Spell Channel 2) to the "Art - Animation Names" category but it still doesn't use that animation. Instead, the caster uses the stand animation.
Is there anyway to fix this problem whether it's with triggers or in the object editor? I know if I delay the animation call by even a millisecond the "SetUnitAnimationByIndex" will work. However, I don't want to add a short 0.03 timer to a loop just to make it happen in an instant spell.