Basically what I want to do is make a unit play different (attack) animations based on the weapon it currently has. So if I add the "Unarmed" weapon, it should play its unarmed animations, same thing for armed and ranged.
So I took a look at how Marines do something similar with their superior and inferior animations, but trying to replicate this didn't do anything at all for my actor. Is there anything more that I need to look at other than the actor events?
You will probably, first of all, want to name your AnimBracket's different names for each seperate animation, You name both 'Attack', playing different animations. Could possibly be conflicting(although I doubt it is, but I won't get into possible scenarios)
From the data module, press Ctrl + Shift + V to open the Previewer. Find the unit you are using and load it up in the previewer. You will see a few separate sections, bottom right should be a time line with a red bar and most likely a blue bar under the red bar(although sometimes it can be green, pink, purple, dark green, black, dark blue, etc). Right click on the bar below the red bar, and select Change Animations. You will see a list of all the animation names. You can control which animations by calling for them by their name.
Yes I'm quite sure. The model I'm using is an exported wow-model, and in the previewer these animations are listed. I'm having the same problem with other models anyway so I doubt that is the problem. Using this method to make e.g. a Zealot dance when attacking doesn't work either, it doesn't seem to override the default animation.
The reason I named them the same was because that's how the Marine does it. I assumed it creates some kind of scope, and so the AnimBracketStop would end it. I might be wrong though. Anyway, changing this field's value or making a custom value doesn't change the result. The unit/zealot are still doing the default attack-animation.
I'm familiar with the previewer since I'm looking up the models attachment-points from there. Are you suggesting that I could change the animation-names, or are you just pointing out that I can find the animation list there? I would be very surprised if I could change model-data here.
Anyway, I'm attaching a screenshot from the previewer:
Current setup (1st attachment) looks like this, a replica of the Marine's events.
I also had a version (2nd attachment) with tinting to make sure the events actually fire.
Well honestly. I tried referencing certain animations before as well. I'm not 100% sure why, but sometimes even if you reference the correct animation- with the correct name...it still doesn't work. It might have to do with some information in the model/animation itself.
You can try this test for yourself, since I remember the circumstances:
I used the Abberration model, I had an event that played the unit's "Burrow" animation when an ability was used, and it worked just fine the animation played and everything. THEN, I changed the animation to use "Stand Cover" (making sure to select "Stand" then "Cover" seperately) and the animation would not play.
In conclusion, I think there is something unseen that prevents some animations from playing at all, if you can identify that you might be able to solve your problem.
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Basically what I want to do is make a unit play different (attack) animations based on the weapon it currently has. So if I add the "Unarmed" weapon, it should play its unarmed animations, same thing for armed and ranged.
So I took a look at how Marines do something similar with their superior and inferior animations, but trying to replicate this didn't do anything at all for my actor. Is there anything more that I need to look at other than the actor events?
They currently look as;
This is how the marine's looks like;
I also tried to replicate the marines events, making my unit play it's animation when attacking air units. This didn't work either.
Does the model your actor uses even have those animations?
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
You will probably, first of all, want to name your AnimBracket's different names for each seperate animation, You name both 'Attack', playing different animations. Could possibly be conflicting(although I doubt it is, but I won't get into possible scenarios)
From the data module, press Ctrl + Shift + V to open the Previewer. Find the unit you are using and load it up in the previewer. You will see a few separate sections, bottom right should be a time line with a red bar and most likely a blue bar under the red bar(although sometimes it can be green, pink, purple, dark green, black, dark blue, etc). Right click on the bar below the red bar, and select Change Animations. You will see a list of all the animation names. You can control which animations by calling for them by their name.
@DrSuperEvil: Go
Yes I'm quite sure. The model I'm using is an exported wow-model, and in the previewer these animations are listed. I'm having the same problem with other models anyway so I doubt that is the problem. Using this method to make e.g. a Zealot dance when attacking doesn't work either, it doesn't seem to override the default animation.
@BorgDragon: Go
The reason I named them the same was because that's how the Marine does it. I assumed it creates some kind of scope, and so the AnimBracketStop would end it. I might be wrong though. Anyway, changing this field's value or making a custom value doesn't change the result. The unit/zealot are still doing the default attack-animation.
I'm familiar with the previewer since I'm looking up the models attachment-points from there. Are you suggesting that I could change the animation-names, or are you just pointing out that I can find the animation list there? I would be very surprised if I could change model-data here.
Anyway, I'm attaching a screenshot from the previewer:
I'm using this list as a reference for animation-names: http://www.sc2mapster.com/wiki/galaxy/data/animation-names/
A pic of your events might be informative.
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
Current setup (1st attachment) looks like this, a replica of the Marine's events.
I also had a version (2nd attachment) with tinting to make sure the events actually fire.
@Thunder_Eye: Go
Well honestly. I tried referencing certain animations before as well. I'm not 100% sure why, but sometimes even if you reference the correct animation- with the correct name...it still doesn't work. It might have to do with some information in the model/animation itself.
You can try this test for yourself, since I remember the circumstances:
I used the Abberration model, I had an event that played the unit's "Burrow" animation when an ability was used, and it worked just fine the animation played and everything. THEN, I changed the animation to use "Stand Cover" (making sure to select "Stand" then "Cover" seperately) and the animation would not play.
In conclusion, I think there is something unseen that prevents some animations from playing at all, if you can identify that you might be able to solve your problem.