Anyone know anything about this.
I've made an ability that successfully works but i need an animation for it so he doesn't just stand there when it fires. also it leaves the unit from his feet can i increase the height it starts from.
if u want example of it its just the map ive got under my maps upload and load up "sniper" and its the bazooka ability.
i dont understand anything about the events on actors and animations i know it says ability then bazooka then source finish start or stop or whatever and then animclear spellC. But i don't understand what spellc is and what are the source finish start and all those mean if you know a tutorial thats been made would be nice for a link :) otherwise ill just google it later for further knowledge on it
Under all actors you will find 3 fields of events these can be considered mini triggers which when a condition is met an effect occurs. This includes the actor creation, the playing of specific animations the model has (you can see what each model has in the previewer), changing unit opacity, changing unit colour, changing the texture, swaping with a different model and much more.
The source indicates which phase of the ability at the caster is used to trigger the animation. The spellC refers to a specific animation of the model you are using (look at terratron or the other ss models they have several work/spell animations).
In short when you start to cast your ability it plays animation SpellC and when the ability finishes (Stop) it stops playing it.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I have ran into a different problem with animations now. everyone knows the ghosts - emp ability and when it ends his gun is pointing up. i have made a bazooka ability but once his animation ends his gun points up then he changes his stance which makes it look like his in combat or something. i have copied the actors events for ghost to my new unit and changed name so its for bazooka but i cant see what im doing wrong?
i uploaded map ghost is left and sniper(hero) is right.
PS: also cancelation of ability glitches up. eg i mean that whilst the unit is casting bazooka if you move within the 0.2 his animation will be stuck in crouching position. this also happens to the ghost - emp anyone able to provide fix for it?
The reason your Sniper gets stuck is because you have
Abil.Bazooka.SourcePrepStart
AnimPlay SpellA Spell,A PlayForever.
Playforever is your gremlin in this case. You don't need play forever because the Prep phase of your ability only lasts 0.1 seconds...
Add these 2 events to the actor aswell(be on the safe side).
MovementUpdate.*.Walk
AnimClear SpellA
MovementUpdate.*.Walk
AnimClear SpellC
Remove
Abil.Bazooka.SourceFinishStop
AnimClear SpellC
it's not needed.
Ok, and the last little info... to stop your ghost from 'popping' into 2 animations after he's done using bazooka.
You have Blend In and Blend out fields on the next 2 animations set to zero... -1 is default, I changed it back to -1 and it works fine now. Here's what those last 2 events hsould look like after you fix it.
Abil.Bazooka.SourcePrepStart
AnimPlay SpellA Spell,A
and
Abil.Bazooka.SourceFinishStart
AnimPlay SpellC Spell,C
NOTE::
Blend In
Blend Out
Time Variant
should all be -1 by default. Unless you know what you are doing, or setting up a complex animation cast chain, it's best to leave it as default.
ye it works good now. i guess i am not good with animations yet. i started off by trying to copy the emp abilitys events that were in it so i could use its animation for bazooka but i guess it dont like me :P
would you by chance know how to make it delay his actual shot until his on his knee. i tried in ability tab bazooka ability prep time 0.5 but that aint right :S
Increase the Prep Time on the ability to 0.8 seconds. SpellA has a 0.8 second animation, so at 0.8 seconds, he's on his knee/crouched.
You then will want to tweak the Actor Event in combination with the Prep Time on the ability if you want to adjust the exact timing. Takes alot of play testing but in the end it pays out with fluid animation.
ye mine bugged out and i think it was because of one of these
* MovementUpdate.*.Walk
o AnimClear SpellA
it made the prep of my unit change his stance to stand start for the complete prep time
so it looks like i can either sacrifice fluid motion or non-bugged crouching effect :S
had to have it anime clear spella in the sourceprepstop
Anyone know anything about this. I've made an ability that successfully works but i need an animation for it so he doesn't just stand there when it fires. also it leaves the unit from his feet can i increase the height it starts from. if u want example of it its just the map ive got under my maps upload and load up "sniper" and its the bazooka ability.
ZzZ i hate working with animations so tedious to get it to finally work but itsss so lame how tedious it is.
Create an action actor for it. That sets the launch site and the animations played.
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
i dont understand anything about the events on actors and animations i know it says ability then bazooka then source finish start or stop or whatever and then animclear spellC. But i don't understand what spellc is and what are the source finish start and all those mean if you know a tutorial thats been made would be nice for a link :) otherwise ill just google it later for further knowledge on it
Under all actors you will find 3 fields of events these can be considered mini triggers which when a condition is met an effect occurs. This includes the actor creation, the playing of specific animations the model has (you can see what each model has in the previewer), changing unit opacity, changing unit colour, changing the texture, swaping with a different model and much more.
The source indicates which phase of the ability at the caster is used to trigger the animation. The spellC refers to a specific animation of the model you are using (look at terratron or the other ss models they have several work/spell animations).
In short when you start to cast your ability it plays animation SpellC and when the ability finishes (Stop) it stops playing it.
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
@zeropoints: Go
If no one has written anything more detailed, I'll write you up a little tutorial in like... 7 hours or so. I, am going to bed!
yeah i hate that people dont answer in full detail so its like tell me what to do or just keep talking to me lol
Drsuperevils answer is sufficient and concise had all the info i needed :)
I have ran into a different problem with animations now. everyone knows the ghosts - emp ability and when it ends his gun is pointing up. i have made a bazooka ability but once his animation ends his gun points up then he changes his stance which makes it look like his in combat or something. i have copied the actors events for ghost to my new unit and changed name so its for bazooka but i cant see what im doing wrong?
i uploaded map ghost is left and sniper(hero) is right.
PS: also cancelation of ability glitches up. eg i mean that whilst the unit is casting bazooka if you move within the 0.2 his animation will be stuck in crouching position. this also happens to the ghost - emp anyone able to provide fix for it?
bump assistance please :(
no body able to help at all :S
@zeropoints: Go
I'll take a look in a few.
The reason your Sniper gets stuck is because you have
Playforever is your gremlin in this case. You don't need play forever because the Prep phase of your ability only lasts 0.1 seconds...
Add these 2 events to the actor aswell(be on the safe side).
Remove
Ok, and the last little info... to stop your ghost from 'popping' into 2 animations after he's done using bazooka. You have Blend In and Blend out fields on the next 2 animations set to zero... -1 is default, I changed it back to -1 and it works fine now. Here's what those last 2 events hsould look like after you fix it.
NOTE::
Blend In
Blend Out
Time Variant
should all be -1 by default. Unless you know what you are doing, or setting up a complex animation cast chain, it's best to leave it as default.
ty will try and see how to ends up
@zeropoints: Go
I've already made the changes and tested it out. No more getting stuck pointing a gun, and no more popping.
ye it works good now. i guess i am not good with animations yet. i started off by trying to copy the emp abilitys events that were in it so i could use its animation for bazooka but i guess it dont like me :P
would you by chance know how to make it delay his actual shot until his on his knee. i tried in ability tab bazooka ability prep time 0.5 but that aint right :S
@zeropoints: Go
Increase the Prep Time on the ability to 0.8 seconds. SpellA has a 0.8 second animation, so at 0.8 seconds, he's on his knee/crouched.
You then will want to tweak the Actor Event in combination with the Prep Time on the ability if you want to adjust the exact timing. Takes alot of play testing but in the end it pays out with fluid animation.
@BorgDragon:
ye mine bugged out and i think it was because of one of these
* MovementUpdate.*.Walk
o AnimClear SpellA
it made the prep of my unit change his stance to stand start for the complete prep time
so it looks like i can either sacrifice fluid motion or non-bugged crouching effect :S
had to have it anime clear spella in the sourceprepstop