Hi guys. I'm working on an ambitious cooperative map, and hoping you can help me with my Warbot issue.
I have a Warbot (A.R.E.S.) unit that has 3 abilities that activate the Warbot's All-Purpose Cannon, Napalm Burninator and T-82 Missile Pod weapons respectively. From what I understand, the Warbot has 3 behaviors each of which activate one of these weapons. For the abilities, I created each ability so that it removes the 3 weapon-related behaviors and sets 1 of them. It works.
My first issue is that after activating the Napalm Burninator and T-82 Missile Pods, the attack animation for the right "All-Purpose" cannon still plays. The attack animation for the left cannon does not play and the blue napalm fire/missiles animations do play (respectively). That's supposed to happen. However, I don't know why the attack animation for the right cannon still plays.
My second issue is about getting the Warbot's "transformation" animation to work and getting the appropriate group animations to be applied. The Warbot has 4 sets of animations, 3 for each of its weapon modes and 1 for its neutral, weapon-less mode. The unit assumes a difference stance and has different attack animations for each one of these 4 modes (exception: no attack animation for neutral mode). It's pretty damn cool. Here's the way I want things to work: at birth, the Warbot starts in neutral mode and automatically "transforms" to All-Purpose Cannon mode by playing the Start Work End A animation and applying the All-Purpose Cannons set of animations. This part already works. Now, when I click Napalm Burninator, I want the Warbot to transform to its original neutral mode (by playing the Stand Work Start A animation), then immediately transform to its Napalm Burninator mode and apply the Napalm Burninator set of animations. I want similar things to happen when the All-Purpose Cannon and T-82 Missile Pod abilities are clicked.
Could anyone give me some advice on that? I'm attaching my map. The Warbot I'm working on is called Warbot, ID: Warbot_Swann.
for the first issue, they are probably using the same events.
for the 2nd issue, try using the animation group apply in the actor of the war-bot. specify them in order. (note its gonna take you a while to set up those events correctly :P )
Hi guys. I'm working on an ambitious cooperative map, and hoping you can help me with my Warbot issue.
I have a Warbot (A.R.E.S.) unit that has 3 abilities that activate the Warbot's All-Purpose Cannon, Napalm Burninator and T-82 Missile Pod weapons respectively. From what I understand, the Warbot has 3 behaviors each of which activate one of these weapons. For the abilities, I created each ability so that it removes the 3 weapon-related behaviors and sets 1 of them. It works.
My first issue is that after activating the Napalm Burninator and T-82 Missile Pods, the attack animation for the right "All-Purpose" cannon still plays. The attack animation for the left cannon does not play and the blue napalm fire/missiles animations do play (respectively). That's supposed to happen. However, I don't know why the attack animation for the right cannon still plays.
My second issue is about getting the Warbot's "transformation" animation to work and getting the appropriate group animations to be applied. The Warbot has 4 sets of animations, 3 for each of its weapon modes and 1 for its neutral, weapon-less mode. The unit assumes a difference stance and has different attack animations for each one of these 4 modes (exception: no attack animation for neutral mode). It's pretty damn cool. Here's the way I want things to work: at birth, the Warbot starts in neutral mode and automatically "transforms" to All-Purpose Cannon mode by playing the Start Work End A animation and applying the All-Purpose Cannons set of animations. This part already works. Now, when I click Napalm Burninator, I want the Warbot to transform to its original neutral mode (by playing the Stand Work Start A animation), then immediately transform to its Napalm Burninator mode and apply the Napalm Burninator set of animations. I want similar things to happen when the All-Purpose Cannon and T-82 Missile Pod abilities are clicked.
Could anyone give me some advice on that? I'm attaching my map. The Warbot I'm working on is called Warbot, ID: Warbot_Swann.
for the first issue, they are probably using the same events.
for the 2nd issue, try using the animation group apply in the actor of the war-bot. specify them in order. (note its gonna take you a while to set up those events correctly :P )
Thanks for your help, Jinxxx. I'll try your suggestions.
I still welcome more suggestions.