Hi som im trying to make a 4 legged mech by attaching 2 meng goliath and 1 body part in middle!
Everything goes great except the fact that if i set set the second goliath actor (back legs) as model they wont play walking animation when the front part moves! and if i set the actor as unit the back legs will play walking animation while the front goliath (the front legs) are moving but the problem is that the weapon nodes will mess up! so when my 4 legged unit fire its weapon the front part play the attack animation but the launch effect comes from center of back part (second goliath in back) instead...
Can someone tell me how can i fix it??
In short i want to make my second attachet actor to play walking animation when the main actor walk!
go to your main actor and access its Events: Events+ then add the event "Unit Movement Update.Walk" set the action to be "Animation Play -> Walk" and check the flag 'Play Forever' then in the same action you should see at the top something that says "Target". In there add _Snapshot. Now copy and paste your event and change the event to be "Unit Movement Update.Stand" and its action to be "Animation Clear -> walk". Finally, go to your model addition actor and make sure that it has the alias _Snapshot in its "Actor: Aliases+". If it doesn't then you can find it in the 'Aliases' part after expanding the Actor: Aliases+".
go to your main actor and access its Events: Events+ then add the event "Unit Movement Update.Walk" set the action to be "Animation Play -> Walk" and check the flag 'Play Forever' then in the same action you should see at the top something that says "Target". In there add _Snapshot. Now copy and paste your event and change the event to be "Unit Movement Update.Stand" and its action to be "Animation Clear -> walk". Finally, go to your model addition actor and make sure that it has the alias _Snapshot in its "Actor: Aliases+". If it doesn't then you can find it in the 'Aliases' part after expanding the Actor: Aliases+".
well my attached actor type is MODEL and its parent is MODEL ADDITION and i did exactly what you said but nothing changed still the front unit(actor) walks but the back actor wont play any animation
it sounds like you put the actor events in the model addition's actor? if so, that's the problem. by "main actor" i meant the unit actor that is hosting the model addition not the model addition itself. the model addition is what should have the _Snapshot alias. you have your basic unit and its actor right? the unit that can be placed in a map and has abilities/weapons? the actor for that unit is where the Events: Events+ stuff should go.
something to note though is that this method will have ALL model additions that are associated with that unit's actor to receive and execute the "play walk anim" order. If you only want that back pair of legs to play its walk anim then you could either remove the _Snapshot alias from the other model additions (if you're feeling lazy) or change the action of your "Unit Movement Update" events to be the Signal action and just enter in some text like Walk and Stop for the signal. Then you would go into Events: Events+ of the specific model addition that you want to act on that signal (in this case your goliath model addition) and add the event Signal.*.Walk and the action to be "Animation Play -> Walk flag: Play Forever" and the other event Signal.*.Stop with the action "Animation Clear -> Walk"
it sounds like you put the actor events in the model addition's actor? if so, that's the problem. by "main actor" i meant the unit actor that is hosting the model addition
Oh my bad, ok i did fix my mistake but now i got a new problem.
When i go for making stop event and choose Animation clear for action, there is only the name option that i can change which i did create Walk in it as you said!
Now the walker is alright when standing still, when he move his back legs move too but when the front stop the back legs walking animation wont stop! am i doing something wrong?
Also how can i change the walking animation speed to match with the main unit walking animation speed?
Thanks alot for tips bro! you have been very helpful :)
+rep
EDIT: @DrSuperEvil thanx alot pal but that map attachment system is way to complicated for me :D
not sure i fully understand what you did, but for the Animation Clear, it's fine that there is only the drop down with the names of the animations. the Animation Play: Name just lets you arbitrarily create a tag for the animation that you want to play, that way it can be referenced later as in the Animation Clear action. the Animation Clear action doesn't need the specific animation that you played, it will just search for all animations that you tagged with the Name identifier and stop them.
for the model addition's walk anim speed, in the Animation Play action, under the Flags section you should see two important things. the first is the Time Type; change that from Automatic to Timescale. right next to it is the Time Variant. putting in numbers higher than 1 will make the animation faster, any number between 0 and 1 will slow it down. just play around with the Time Variant to get the animation to where you want it.
as for the back legs not working, could you tell me how you set up the actor events to get it to move? if you got it to work correctly going in one direction then it should be pretty much the same method for going in the other (or stopping it in this case).
Edit: just thinking right now, did you copy/paste your working Animation Play Event/Action when you made the Animation Clear Event/Action? if not, check to see if you forgot to include in the Action's 'Target' the _Snapshot alias
Hi som im trying to make a 4 legged mech by attaching 2 meng goliath and 1 body part in middle! Everything goes great except the fact that if i set set the second goliath actor (back legs) as model they wont play walking animation when the front part moves! and if i set the actor as unit the back legs will play walking animation while the front goliath (the front legs) are moving but the problem is that the weapon nodes will mess up! so when my 4 legged unit fire its weapon the front part play the attack animation but the launch effect comes from center of back part (second goliath in back) instead... Can someone tell me how can i fix it??
In short i want to make my second attachet actor to play walking animation when the main actor walk!
go to your main actor and access its Events: Events+ then add the event "Unit Movement Update.Walk" set the action to be "Animation Play -> Walk" and check the flag 'Play Forever' then in the same action you should see at the top something that says "Target". In there add _Snapshot. Now copy and paste your event and change the event to be "Unit Movement Update.Stand" and its action to be "Animation Clear -> walk". Finally, go to your model addition actor and make sure that it has the alias _Snapshot in its "Actor: Aliases+". If it doesn't then you can find it in the 'Aliases' part after expanding the Actor: Aliases+".
well my attached actor type is MODEL and its parent is MODEL ADDITION and i did exactly what you said but nothing changed still the front unit(actor) walks but the back actor wont play any animation
it sounds like you put the actor events in the model addition's actor? if so, that's the problem. by "main actor" i meant the unit actor that is hosting the model addition not the model addition itself. the model addition is what should have the _Snapshot alias. you have your basic unit and its actor right? the unit that can be placed in a map and has abilities/weapons? the actor for that unit is where the Events: Events+ stuff should go.
something to note though is that this method will have ALL model additions that are associated with that unit's actor to receive and execute the "play walk anim" order. If you only want that back pair of legs to play its walk anim then you could either remove the _Snapshot alias from the other model additions (if you're feeling lazy) or change the action of your "Unit Movement Update" events to be the Signal action and just enter in some text like Walk and Stop for the signal. Then you would go into Events: Events+ of the specific model addition that you want to act on that signal (in this case your goliath model addition) and add the event Signal.*.Walk and the action to be "Animation Play -> Walk flag: Play Forever" and the other event Signal.*.Stop with the action "Animation Clear -> Walk"
Check my walker demo map out for a proper mech.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Oh my bad, ok i did fix my mistake but now i got a new problem. When i go for making stop event and choose Animation clear for action, there is only the name option that i can change which i did create Walk in it as you said! Now the walker is alright when standing still, when he move his back legs move too but when the front stop the back legs walking animation wont stop! am i doing something wrong? Also how can i change the walking animation speed to match with the main unit walking animation speed?
Thanks alot for tips bro! you have been very helpful :) +rep
EDIT: @DrSuperEvil thanx alot pal but that map attachment system is way to complicated for me :D
not sure i fully understand what you did, but for the Animation Clear, it's fine that there is only the drop down with the names of the animations. the Animation Play: Name just lets you arbitrarily create a tag for the animation that you want to play, that way it can be referenced later as in the Animation Clear action. the Animation Clear action doesn't need the specific animation that you played, it will just search for all animations that you tagged with the Name identifier and stop them.
for the model addition's walk anim speed, in the Animation Play action, under the Flags section you should see two important things. the first is the Time Type; change that from Automatic to Timescale. right next to it is the Time Variant. putting in numbers higher than 1 will make the animation faster, any number between 0 and 1 will slow it down. just play around with the Time Variant to get the animation to where you want it.
as for the back legs not working, could you tell me how you set up the actor events to get it to move? if you got it to work correctly going in one direction then it should be pretty much the same method for going in the other (or stopping it in this case).
Edit: just thinking right now, did you copy/paste your working Animation Play Event/Action when you made the Animation Clear Event/Action? if not, check to see if you forgot to include in the Action's 'Target' the _Snapshot alias