I have updated the model mesh now i think it looks better, added some CUSTOM ATTACHMENT points the highlighted parts contains the new ones, now u can add a complete set of armour on the villger.
New attachemts points names are: Gold Left, Gold Right, First Left, First Right, Second Left, Scond Right.
I have tryed to add more animations and i get error and more then 255 doesnt save i dunno why, if so i can make a second part with other animations.
I wanted to upload a model that has many animations and i think the most useful model will be the Villager model to use in RPG maps or something.
I have noticed when played Attack - 7 animation the hidden objects are appreaing, they should be inv.
Use this to play any animation u want even the walk animations when u stand or any animation when u move:
Custom Script: call SetUnitAnimationByIndex( unit name, number )
-the unit name is the unit name in JASS
-the number is the animation that starts from 0
-can play even the walk animation when u stand
-can play any animation even if the unit is moveing
Stand Victory 27-37 are animations when u sit on a stone bench: Dalaran->Props->Stone Bench
Attack Morph 27-30 are some shield attacks.
Stand Victory 22-23 are some mount animations for horse with no rider u will have to use some triggers to make them work good for now.
Attack Throw 6-7 are bow animations.
Stand Victory 41-66 are guns animations.
Stand Victory 67-70 are hang animations.
Stand Victory 71-76 are cross animations.
09:39, 24th Mar 2011
anarchianbedlam: amazing animations and you really put a lot of effort into this. but the mesh on the bag should be fixed and the model would really benefit from attachment points.
EDIT: remove the imported blank "white"...
Thanks for a reply, Graber. Indeed, with custom script call set uni animation it s h o u l d be playing but for some odd reason it does not. I hope it is not too much to ask for you to take a brief look. Perhaps it does not appear in your system at all. I uploaded a simplified version of what I want to do:
A villager should pick-up a box (animation 202) in one spot, then carry it (animation 232) to another place and drop it there (animation 203).
The problem is that ordering a unit to move cancels "call SetUnitAnimationByIndex(udg_unit,232)".
For the record, problem seems to persist whatever animation is chosen (playing guitar etc.). I really don't understand what is going on with it.. but I really need to fix it. Your villager animations are central what I am trying to create - a natural village environment where people work, move around etc.
It just means they allocated 8 bits. This game was made in C++, which is strongly typed. Thus, unlike some other languages(python) variable sizes are limited.
This is like that for efficiency, because every bit somewhat costs.