When the Immortal stands still, its legs tend to move a little bit. It kinda changes position with its legs.
I try to "lock" the legs to the ground so they do not move at all, as long as the Immortal stands still. If the Immortal is given an order to move away, then the legs will of course start to move too.
I've modified both the fidget field in the unit editor, and the Baseline-field in the Immortal actor. On top of that, I've added a permanent buff to the Immortal that freezes its stand-animation.
Nothing of this works. It moves as normal anyway : /
I've spent a little time watching an idle stalker. Which animation are you talking about? Is it the one where it looks like it takes a half step back and a full step forward? Or are you talking about the one where it turns to face another direction?
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I've modified both the fidget field in the unit editor, and the Baseline-field in the Immortal actor. On top of that, I've added a permanent buff to the Immortal that freezes its stand-animation.
The Immortal moves his legs in "Stand 01" and "Stand 02", but not in "Stand 00". Thus, you need to define that as the stand baseline animation.
Set the actor's "Baseline" for "Stand" to "Stand Variation00".
Although I've already tried that method, and yet the Immortal moves his legs. Applying your solution to the Dragoon works fine, but not for the Immortal. I have also tried other Variations too, none with any good result. : /
Although I've already tried that method, and yet the Immortal moves his legs. Applying your solution to the Dragoon works fine, but not for the Immortal. I have also tried other Variations too, none with any good result. : /
He is not moving his legs around in my testmap apart from moving its center up and down. I checked several minutes of game time for changes in the animation using the "speed #" test cheat and it did not alter its animations apart from rotating its turret.
I try Variation 00 on an Immortal in a testmap too, and there it works just fine.
In my map however, the Immortal and its actor has been duplicated. One Immortal can move around as normal, the other Immortal is locked to the ground. An ability switches between the two modes, similar to how Siege Tanks work. Only the second Immortal is the one who is supposed to have no stand animations.
When I apply Variation 00 to the original Immortal, it works perfect - it does not move its feets.. When I apply variation 00 to the other Immortal actor, who is immobile and supposed to be stuck in the ground, nothing happens - it still moves its feet.
In fact, when Variation 00 is applied to the original Immortal, BOTH Immortals get affected by it. Which means that the new Immortal is still linked to the original Immortal actor, in some way.
I would check the Morph Ability. It may not be converting over to the new actor, and basically using the same actor for the new unit.
Also, check what got duplicated and what did not. You are probably correct that there is some reference in the Actor events to the old immortal or an old link. It sounds like the new Immortal unit is using the old Immortal actor.
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When the Immortal stands still, its legs tend to move a little bit. It kinda changes position with its legs.
I try to "lock" the legs to the ground so they do not move at all, as long as the Immortal stands still. If the Immortal is given an order to move away, then the legs will of course start to move too.
Any idea how to do this?
@Kabelkorven: Go
go to the unit in data modul and adjust the "Fidget" values to your needs
Thanks, but that does not work either.
I've modified both the fidget field in the unit editor, and the Baseline-field in the Immortal actor. On top of that, I've added a permanent buff to the Immortal that freezes its stand-animation.
Nothing of this works. It moves as normal anyway : /
I've spent a little time watching an idle stalker. Which animation are you talking about? Is it the one where it looks like it takes a half step back and a full step forward? Or are you talking about the one where it turns to face another direction?
Yes, when the Immortal is idle, it kinda takes a step back and a step forward. The legs should not move at all while the Immortal is idle.
I need to "lock" the animation, so it looks like the Immortals legs are attached to the ground.
The Immortal moves his legs in "Stand 01" and "Stand 02", but not in "Stand 00". Thus, you need to define that as the stand baseline animation.
Set the actor's "Baseline" for "Stand" to "Stand Variation00".
What you need to do expressed in xml:
The cutscene editor isn't showing the "00" in the animation variations, so you might have misinterpreted the animation name.
Thank you for your detailed reply, Ahli.
Although I've already tried that method, and yet the Immortal moves his legs. Applying your solution to the Dragoon works fine, but not for the Immortal. I have also tried other Variations too, none with any good result. : /
He is not moving his legs around in my testmap apart from moving its center up and down. I checked several minutes of game time for changes in the animation using the "speed #" test cheat and it did not alter its animations apart from rotating its turret.
So, what exactly are you doing wrong?
Ok, I think I found it.
I try Variation 00 on an Immortal in a testmap too, and there it works just fine.
In my map however, the Immortal and its actor has been duplicated. One Immortal can move around as normal, the other Immortal is locked to the ground. An ability switches between the two modes, similar to how Siege Tanks work. Only the second Immortal is the one who is supposed to have no stand animations.
When I apply Variation 00 to the original Immortal, it works perfect - it does not move its feets.. When I apply variation 00 to the other Immortal actor, who is immobile and supposed to be stuck in the ground, nothing happens - it still moves its feet.
In fact, when Variation 00 is applied to the original Immortal, BOTH Immortals get affected by it. Which means that the new Immortal is still linked to the original Immortal actor, in some way.
I need to clean that up. Then it should work.
I would check the Morph Ability. It may not be converting over to the new actor, and basically using the same actor for the new unit.
Also, check what got duplicated and what did not. You are probably correct that there is some reference in the Actor events to the old immortal or an old link. It sounds like the new Immortal unit is using the old Immortal actor.