I'm making a melee weapon for the ghost and later i might make a switch to make him either use the melee or his rifle. My current problem is that once I give the melee weapon (and removed the ranged one for testing) when attacking the actor plays the rifle animation, I want him to play the melee one where he uses his psiblade. I checked the .m3 model in cutscene editor and it has actually 2 melee animations, how can i make it use one? (or even better both randomly).
I don't know where to setup the actor to do this...
This triggers for any weapon and will play the "Attack" animation, which in the case of the Ghost is shooting with the rifle. If you use 2 different weapons, which should use independent animations, you could choose a specific weapon for the * and split this event into 2 separate ones, each handling one weapon. The melee weapo would need to play the "Spell" animation instead, as you can see in your picture thats the name of the melee animation.
Also un the bracket I made the opening the spell (melee attack anim) content the same and ending stand, (if i just leave it with spell it does some weird move)
I'm making a melee weapon for the ghost and later i might make a switch to make him either use the melee or his rifle. My current problem is that once I give the melee weapon (and removed the ranged one for testing) when attacking the actor plays the rifle animation, I want him to play the melee one where he uses his psiblade. I checked the .m3 model in cutscene editor and it has actually 2 melee animations, how can i make it use one? (or even better both randomly).
I don't know where to setup the actor to do this...
Is this the answer but with a weapon?
http://www.sc2mapster.com/forums/development/data/51826-brutalisk-animations/#p7
Nevermind, did it myself
A usual attack actor has an event like this:
This triggers for any weapon and will play the "Attack" animation, which in the case of the Ghost is shooting with the rifle. If you use 2 different weapons, which should use independent animations, you could choose a specific weapon for the * and split this event into 2 separate ones, each handling one weapon. The melee weapo would need to play the "Spell" animation instead, as you can see in your picture thats the name of the melee animation.
@Kueken531: Go
Yeah, that's what i did:
- WeaponStart.GhostMelee.AttackStart
- AnimBracketStart.MeleeAttack.Spell
and
- WeaponStop.GhostMelee.AttackStop
- AnimBracketStop.MeleeAttack
Also un the bracket I made the opening the spell (melee attack anim) content the same and ending stand, (if i just leave it with spell it does some weird move)
Thank you! :)