One source of continual frustration for me has been the the mapping between the Actor->Events->Animation_Play list and the actual list of available animations supplied by the cutscene editor. For example, the unit Raynor (Commando) (I decided to go through Blizzard's tutorial) has an animation sequence called "spell" which when viewed in the cutscene editor shows him firing the penetrator round. If I create an Actor->Event, set the actor message type to Animation Play, and under Animation Properties select "spell" it does something completely different (a grenade toss type of animation). So how do I find the penetrator round animation within the list of options?
As a more general question, has anyone found how to quickly determine the mapping between the options given under Animation Properties and items in the Animation Sequences array listed for the model data of an actor? Because right now I pretty much just hope that the two items reflect each other in some kind of logical way, but if they don't then I am kind of screwed.
I just checked the Raynor (Commando) animations (MarineRaynorHEV.m3), and the "Spell" animation is indeed him firing the penetrator round.
As for your latter question, there is very little logic when it comes to animation names. Walk, stand, fidget, attack and the unpowered ground of animations are really the only ones you can rely on.
"Spell" is generally unit-specific and could be literally anything.
"Work" and associated start/end animations are predicable for buildings, but are unpredictable for units.
Some units have "Attack Superior" and "Attack Inferior" animations, while most don't.
One source of continual frustration for me has been the the mapping between the Actor->Events->Animation_Play list and the actual list of available animations supplied by the cutscene editor. For example, the unit Raynor (Commando) (I decided to go through Blizzard's tutorial) has an animation sequence called "spell" which when viewed in the cutscene editor shows him firing the penetrator round. If I create an Actor->Event, set the actor message type to Animation Play, and under Animation Properties select "spell" it does something completely different (a grenade toss type of animation). So how do I find the penetrator round animation within the list of options?
As a more general question, has anyone found how to quickly determine the mapping between the options given under Animation Properties and items in the Animation Sequences array listed for the model data of an actor? Because right now I pretty much just hope that the two items reflect each other in some kind of logical way, but if they don't then I am kind of screwed.
I think you're mixing up models.
I just checked the Raynor (Commando) animations (MarineRaynorHEV.m3), and the "Spell" animation is indeed him firing the penetrator round.
As for your latter question, there is very little logic when it comes to animation names. Walk, stand, fidget, attack and the unpowered ground of animations are really the only ones you can rely on.
"Spell" is generally unit-specific and could be literally anything.
"Work" and associated start/end animations are predicable for buildings, but are unpredictable for units.
Some units have "Attack Superior" and "Attack Inferior" animations, while most don't.