Hello guys. My hero Zeratul can summon a Shadow Clone unit. I set up the Shadow Clone unit to play an animation when it is summoned. The animation that plays is Zeratul's Spell A animation (the one where he turns around in a circle). The problem is that when the Shadow Clone is summoned next to an enemy, the Shadow Clone stops in the middle of the animation and starts attacking the enemy. This takes away from the coolness factor of the spell. Anyone know how I can force the Shadow Clone to complete the animation even if there's an enemy nearby?
In the Shadow Clone unit's actor I have the following in the Event - Events+ field:
ActorCreation.ShadowClone
AnimPlay {Shadow Clone Spell}, Spell, A NonLooping
I tried setting Time Type to Automatic, Duration and Time Scale and putting a checkmark in the Full Match flag. Thanks in advance for your help.
If the clone attacks, the animation is overwritten by the attack animation. To ensure, the animation gets played completely, you could either speed it up or disable the clone while spawning (add a behavior which disables abilities for a second or something)
Thanks, Kueken. I'll give this a try tonight. I'll set up the behavior. I might repost here if I can't figure out how to make the behavior disable abilities.
Hello guys. My hero Zeratul can summon a Shadow Clone unit. I set up the Shadow Clone unit to play an animation when it is summoned. The animation that plays is Zeratul's Spell A animation (the one where he turns around in a circle). The problem is that when the Shadow Clone is summoned next to an enemy, the Shadow Clone stops in the middle of the animation and starts attacking the enemy. This takes away from the coolness factor of the spell. Anyone know how I can force the Shadow Clone to complete the animation even if there's an enemy nearby?
In the Shadow Clone unit's actor I have the following in the Event - Events+ field:
ActorCreation.ShadowClone
AnimPlay {Shadow Clone Spell}, Spell, A NonLooping
I tried setting Time Type to Automatic, Duration and Time Scale and putting a checkmark in the Full Match flag. Thanks in advance for your help.
If the clone attacks, the animation is overwritten by the attack animation. To ensure, the animation gets played completely, you could either speed it up or disable the clone while spawning (add a behavior which disables abilities for a second or something)
@Kueken531: Go
Thanks, Kueken. I'll give this a try tonight. I'll set up the behavior. I might repost here if I can't figure out how to make the behavior disable abilities.
Just read the Wiki on the buff behaviour. That describes all fields of interest.
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
Thanks DrSuperEvil. I will do that.
[Edit]
It worked! My Shadow Clones complete their Spell A animations before attacking. Thanks Kueken and DrSuperEvil.