DO NOT DO THIS ON YOUR MAP - MAKE A NEW ONE AND TEST
Example with marine.
Delete MarineAttack actor. Go to Marine actor and remove all events refrencing the attack ability.
This will make the marine play his stand animation while attacking.
It will become more complex with various units, such as mothership, hydralisk & roach (Ranged + Melee attack variants), and other units.
Which unit in specific do you need this for?
Didn't find a way via data editor to stop rotation of the cannon.
Create a new trigger with something like this
Event - Unit Attacks
Conditions - Unit = Siege Tank
Conditions - Unit_Was_Attacking[player number owner of triggering unit] = False
Actions - Set Unit_Is_Attacking = True
Actions - Animation - Play Siege tank [X,Y]'s Stand animation, with options loop forever
Trigger 2:
Event - Unit is issued an order (not sure about this event, might be targeting a point or targeting a unit, if it is, include both)
Condition - Unit_Was_Attacking[player number owner of triggering unit] = True
Variable - Set Unit_Was_Attacking[player number owner of triggering unit] = False
Unit - Play Triggering Unit's Default animation, with properties Loop Forever
In that case, delete all events in the Siege Tank Attack actor, then go to the Siege Tank actor and delete all the events that have Start and Attack in their names. (Also, delete the event with Ready in its' name)
As the title says, how can I remove the attack animation?
So you can't hide/remove the animation?
make the weapon use the stand animation instead of the attack animation
But where do I change the animation to stand? =P
DO NOT DO THIS ON YOUR MAP - MAKE A NEW ONE AND TEST
Example with marine.
Delete MarineAttack actor. Go to Marine actor and remove all events refrencing the attack ability. This will make the marine play his stand animation while attacking.
It will become more complex with various units, such as mothership, hydralisk & roach (Ranged + Melee attack variants), and other units. Which unit in specific do you need this for?
I need it for a siege tank, thx for the reply :)
Didn't find a way via data editor to stop rotation of the cannon.
Create a new trigger with something like this
Event - Unit Attacks
Conditions - Unit = Siege Tank Conditions - Unit_Was_Attacking[player number owner of triggering unit] = False
Actions - Set Unit_Is_Attacking = True Actions - Animation - Play Siege tank [X,Y]'s Stand animation, with options loop forever
Trigger 2:
Event - Unit is issued an order (not sure about this event, might be targeting a point or targeting a unit, if it is, include both)
Condition - Unit_Was_Attacking[player number owner of triggering unit] = True
Variable - Set Unit_Was_Attacking[player number owner of triggering unit] = False Unit - Play Triggering Unit's Default animation, with properties Loop Forever
Hope this works for ya.
I dont want to stop the rotation, I just dont want him to play the "attack animation" when he fires his missiles. :P
In that case, delete all events in the Siege Tank Attack actor, then go to the Siege Tank actor and delete all the events that have Start and Attack in their names. (Also, delete the event with Ready in its' name)
Thanks dude, very appreciated =)
No problem ;)