I´ve been messing around a lot with imported models and it raises some questions...
So now that i have these wow models that have like 3 different awesome attacks but only 1 shows up while attacking.
I tried changing a lot of stuff on the actor but i can´t figure out how to give a unit a random attack animation or even let it switch between attack animations. So is this possible?
I'm also still trying to figure out why the model portrait of the imported models only show the feet.. i can't find a way to position it right :(
@Rice87: Go Portrait models show the feet because they lack a camera in the model file. There are workarounds to solve it but the best options is to have cameras in portrait files.
In the Actor Under Events:Events +
Im not one hundred percent sure what you are trying to accomplish but an easy way to do it is
Add an event
To add multiple attack animations for a bow or a sword you can use.
Msg Type: Weapon Start
Source Name: BowWeapon
SubName: Attack Start
Then in the action part
Use a AnimationBracket this will allow a animation or set of animations to play.
Then you must find out the name of your models animations and put those in.
Your animation names must be set before exporting the model using the WoW model Viewer
So mine looks like this
WeaponStart.BowWeapon.AttackStart
AnimationBracketStart Bow A {} {} ContentPlayOnce
Bow is a custom Name i use to refer to the animation playing
"A" is the actual animation Playing
You will also have to implement this
First of all the only thing im trying to accomplish = while a unit is attacking with the same weapon i want him for example to switch between animation A and B for every attack he does. Or have the attack pick a random animation out of A,B for every attack.
I think i already tried what you did, and its not working for me... left case of the screenshot it will only play "Attack A" and in the right case of the screenshot it wont play any animation at all..., check out what i have tried in the screenshot below, maybe im doing someting wrong?
So your pretty much saying, If i want to do it the right way i have to open the model in a 3d program and add a camera for the portrait, but there are also alternate ways to do it?
The animations are all called attack, so the usual way of referencing a single one of them would be "AnimBracketStart Attack Attack, A" to call the Attack A animation in the Opening stage of the AnimationBracket with the name "Attack". Of course you can change the first Attack to another name that fits your purpose best because the AnimationBracket Name is only used to reference it inside the Actor Events.
If you want to play a random animation I'd try to just go for "AnimBracketStart Attack Attack" without any specific variation (as in "Name: Attack" and "Opening: Attack" and everything else blank).
Hey, thx for the reply, ive been trying a lot of different settings, i tested with the specific settings you recommended but it still only playing "Attack A" although i haven't specifically referenced to "Attack A" ..... its giving me headache :[
I had similar issues as well and the easiest way to fix it was to go into the wow model viewer and export the model with all the animations you want and call them any of the animations available in starcraft 2 for example A-Z you have Attack A try exporting it as just A and do the same thing it should work if not i can upload a test map that should help but you will have to wait untill later tonight
would be awesome if you could show me in a test map, ive tried everything, would be weird if it would work with only,A,B,C instead of Attack A, Attack B, Attack C though cause i dont really see the difference :x
but would be awesome if you could show me a situation where you have it working!
Hey, thx for the reply, ive been trying a lot of different settings, i tested with the specific settings you recommended but it still only playing "Attack A" although i haven't specifically referenced to "Attack A" ..... its giving me headache :[
Anyone else got any ideas?
Ah thats unlucky, it probably only works for animations that are set up like "Attack", "Attack 01", "Attack 02" etc.
Well the second method that would come to my mind is to let the animations cycle by setting a Status in the actor events and checking which status is active. But that would require a little more time to set up I guess.
edit:
ACTUALLY you can even make it random if you use timers and status sets.
But it gets overly complicated really fast if you want to have it random, the upside is that you can make an Event Macro out of it if you only need it for Animations that have the same name (like 5 different actors that all use "Attack A", "Attack B" and so on).
Don't know, maybe there's an easier way.
I don't get it. If you go into the Hydralisk actor for example and in Events+ there is for the melee attack Event: Weapon Start and Action: Animation Play and Animation Properties: Attack - Cover, which is the hydralisks melee attacks - Attack Cover and Attack Cover Variation 01.
So u do the same but ur "Animation Properties:" is just "Attack"
I don't get it. If you go into the Hydralisk actor for example and in Events+ there is for the melee attack Event: Weapon Start and Action: Animation Play and Animation Properties: Attack - Cover, which is the hydralisks melee attacks - Attack Cover and Attack Cover Variation 01.
So u do the same but ur "Animation Properties:" is just "Attack"
That only works for Variations, not for "A", "B" etc.
Nope, never heard of it. I couldn´t find much about it, do you have a link where i can get some information on this?
EDIT:
Hey i was messing around with the passchance and have 2 events when weapon starts attack and both gave them a 75% chance to play the animation, its kinda what i want but now he sometimes doesnt swing becus both dont hit 75%
EDIT:
YEHHH thnx man with the pass chance i made it work, heres what i did:
I made 3x event weaponstart attack, then on the top one A i gave a pass of 25% then the middle one B i gave a 50% pass, and on the last one i gave it a 100% pass for C.
so now there will always play an attack, 25 % for A, 50% for B (if A doesnt hit 25%), and if both dont hit it will be attack C animation
its not exactly what i wanted, but it makes it work and i like having more rare animations in between the common one so,
Passchance bugs is all of them are the same for soome reason resulting in the first one in the list always rolling, you need to have them different by 0.001 and total chance greater than 100%.
I don't get it, your saying it bugs when all three are the same, like...
They all hit their passchance at the same time? where there would actually be 3 animations playing at the same time?
And the solution i just don't understand, you want me to set the passchance on all animation greater than 100% so to me this means all animations will always play at each attack. and then you want me to differ all of them by 0,001 %?
Hey guys,
I´ve been messing around a lot with imported models and it raises some questions... So now that i have these wow models that have like 3 different awesome attacks but only 1 shows up while attacking. I tried changing a lot of stuff on the actor but i can´t figure out how to give a unit a random attack animation or even let it switch between attack animations. So is this possible?
I'm also still trying to figure out why the model portrait of the imported models only show the feet.. i can't find a way to position it right :(
hope i can get some anwsers,
thx for the time
@Rice87: Go Portrait models show the feet because they lack a camera in the model file. There are workarounds to solve it but the best options is to have cameras in portrait files.
In the Actor Under Events:Events +
Im not one hundred percent sure what you are trying to accomplish but an easy way to do it is
Add an event
To add multiple attack animations for a bow or a sword you can use.
Msg Type: Weapon Start
Source Name: BowWeapon
SubName: Attack Start
Then in the action part
Use a AnimationBracket this will allow a animation or set of animations to play.
Then you must find out the name of your models animations and put those in.
Your animation names must be set before exporting the model using the WoW model Viewer
So mine looks like this
WeaponStart.BowWeapon.AttackStart
AnimationBracketStart Bow A {} {} ContentPlayOnce
Bow is a custom Name i use to refer to the animation playing
"A" is the actual animation Playing
You will also have to implement this
WeaponStop.BowWeapon.AttackStop
AnimationBracketStop Bow
And as for the camera not sure
@zaysite: Go
First of all the only thing im trying to accomplish = while a unit is attacking with the same weapon i want him for example to switch between animation A and B for every attack he does. Or have the attack pick a random animation out of A,B for every attack.
I think i already tried what you did, and its not working for me... left case of the screenshot it will only play "Attack A" and in the right case of the screenshot it wont play any animation at all..., check out what i have tried in the screenshot below, maybe im doing someting wrong?
@SoulFilcher: Go
So your pretty much saying, If i want to do it the right way i have to open the model in a 3d program and add a camera for the portrait, but there are also alternate ways to do it?
So anyone familiar with these workarounds?
The animations are all called attack, so the usual way of referencing a single one of them would be "AnimBracketStart Attack Attack, A" to call the Attack A animation in the Opening stage of the AnimationBracket with the name "Attack". Of course you can change the first Attack to another name that fits your purpose best because the AnimationBracket Name is only used to reference it inside the Actor Events.
If you want to play a random animation I'd try to just go for "AnimBracketStart Attack Attack" without any specific variation (as in "Name: Attack" and "Opening: Attack" and everything else blank).
@Bommes: Go
Hey, thx for the reply, ive been trying a lot of different settings, i tested with the specific settings you recommended but it still only playing "Attack A" although i haven't specifically referenced to "Attack A" ..... its giving me headache :[
Anyone else got any ideas?
@Rice87: Go
I had similar issues as well and the easiest way to fix it was to go into the wow model viewer and export the model with all the animations you want and call them any of the animations available in starcraft 2 for example A-Z you have Attack A try exporting it as just A and do the same thing it should work if not i can upload a test map that should help but you will have to wait untill later tonight
@zaysite: Go
would be awesome if you could show me in a test map, ive tried everything, would be weird if it would work with only,A,B,C instead of Attack A, Attack B, Attack C though cause i dont really see the difference :x
but would be awesome if you could show me a situation where you have it working!
Ah thats unlucky, it probably only works for animations that are set up like "Attack", "Attack 01", "Attack 02" etc.
Well the second method that would come to my mind is to let the animations cycle by setting a Status in the actor events and checking which status is active. But that would require a little more time to set up I guess.
edit:
ACTUALLY you can even make it random if you use timers and status sets.
But it gets overly complicated really fast if you want to have it random, the upside is that you can make an Event Macro out of it if you only need it for Animations that have the same name (like 5 different actors that all use "Attack A", "Attack B" and so on).
Don't know, maybe there's an easier way.
@Rice87: Go
I don't get it. If you go into the Hydralisk actor for example and in Events+ there is for the melee attack Event: Weapon Start and Action: Animation Play and Animation Properties: Attack - Cover, which is the hydralisks melee attacks - Attack Cover and Attack Cover Variation 01.
So u do the same but ur "Animation Properties:" is just "Attack"
That only works for Variations, not for "A", "B" etc.
Ever considered using the PassChance term to randomize what one is used?
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
Nope, never heard of it. I couldn´t find much about it, do you have a link where i can get some information on this?
EDIT:
Hey i was messing around with the passchance and have 2 events when weapon starts attack and both gave them a 75% chance to play the animation, its kinda what i want but now he sometimes doesnt swing becus both dont hit 75%
EDIT:
YEHHH thnx man with the pass chance i made it work, heres what i did:
I made 3x event weaponstart attack, then on the top one A i gave a pass of 25% then the middle one B i gave a 50% pass, and on the last one i gave it a 100% pass for C.
so now there will always play an attack, 25 % for A, 50% for B (if A doesnt hit 25%), and if both dont hit it will be attack C animation
its not exactly what i wanted, but it makes it work and i like having more rare animations in between the common one so,
thx DrSuperEvil for the nice workaround!
Passchance bugs is all of them are the same for soome reason resulting in the first one in the list always rolling, you need to have them different by 0.001 and total chance greater than 100%.
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
@DrSuperEvil: Go
I don't get it, your saying it bugs when all three are the same, like... They all hit their passchance at the same time? where there would actually be 3 animations playing at the same time?
And the solution i just don't understand, you want me to set the passchance on all animation greater than 100% so to me this means all animations will always play at each attack. and then you want me to differ all of them by 0,001 %?
can you explain this?
I mean total cumulative for example 25,25,25,25 will not work but 24.999,25,25.001,25.002 will.
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