Everything was fine but after I just changed some experience values and effects given to units from veterancy, no units seem to have adjusted backswing and damage point so their attack animation (especially the Odin's) is very very glitchy. How can this be fixed, if any way possible?
This is one of the things that really upsets me about the sc2 editor; most units dont have a timed backswing, it is built into a specific animation made for that specific unit, and doesnt always line up with attacks.
What I am pretty sure you will have to do, is alter the play speed of the attack animation to work with the new attack times. Say a unit is swinging an axe, and it takes 1 second for that axe to drop down on the target. If you make his attack speed .5 then that attack animation will still play at normal speed, taking 1 second from start to finish. If you make his attack speed .1, the animation will start over as soon as he raises his axe; and it will look like he is jacking it while attacking.
I assume this is the problem you are having anyway; a difference in attack animations and damage being dealt.
you can either speed up attack animations, which I am not positive how to do mid-game without triggering every attack, I am not an "actors" guy though; someone may have an easy answer.
Or, I am pretty sure you can add a "wait" to damage being dealt, on the damage affect (if your damage is being dealt before the animation is ready to deal the damage) that wait would be prepare time, cast time, backswing, whateverrrr
Everything was fine but after I just changed some experience values and effects given to units from veterancy, no units seem to have adjusted backswing and damage point so their attack animation (especially the Odin's) is very very glitchy. How can this be fixed, if any way possible?
SCII Profile: http://us.battle.net/sc2/en/profile/2744634/1/Drusus/
"The main reason Santa is so jolly is because he knows where all the bad girls live." - George Carlin
This is one of the things that really upsets me about the sc2 editor; most units dont have a timed backswing, it is built into a specific animation made for that specific unit, and doesnt always line up with attacks.
What I am pretty sure you will have to do, is alter the play speed of the attack animation to work with the new attack times. Say a unit is swinging an axe, and it takes 1 second for that axe to drop down on the target. If you make his attack speed .5 then that attack animation will still play at normal speed, taking 1 second from start to finish. If you make his attack speed .1, the animation will start over as soon as he raises his axe; and it will look like he is jacking it while attacking.
I assume this is the problem you are having anyway; a difference in attack animations and damage being dealt.
you can either speed up attack animations, which I am not positive how to do mid-game without triggering every attack, I am not an "actors" guy though; someone may have an easy answer.
Or, I am pretty sure you can add a "wait" to damage being dealt, on the damage affect (if your damage is being dealt before the animation is ready to deal the damage) that wait would be prepare time, cast time, backswing, whateverrrr
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Only trigger solution for this particular unit, not the big deal...