I have a Herculess that will train units. When they train it they just spawn without any animation below the herculess. I want the units to spawn like that have been dropped from the herculess. Play the drop animation or whatever.
How can i simulate this with all terran units? I'm fine with editing all actors if i have to.
I know the marines have for example a macro that it play when its droped but as i said i cant figure out how to link that macro with the unit..emm.. ok next question i so confused about that is linked to this question.
Unit Creation, Unit Birth, Actor Creation, UnitRevive, UnitConstruction WHAT is the difference?!?!?!
To have units look like they drop down, all you need to do is have the unit's play the drop down animation. You can find the events in the event macro UnloadDropAnim. What you'll want to do is make an event like ActorCreation -> Play Animation or somethign similar. Of course this would make the unit's play the animation regardless of whether it is created by the hercules or not. A better solution might be to have the train ability for your hercules run an effect (you can add this in your train ability below where you specify the trained unit), and then have an event like Effect.blabla.start -> Play Animation.
About linking event macros to units, it's just a matter of adding the macro to a unit's actor under Event - Macros. What this does is just add the events that are written in the event macro to the event list of the unit actor. Adding the events to the unit actor manually would have had the same effect. I'd recommend using a macro though since you plan to add it to every unit.
The difference between those events are subtle.
ActorCreation will fire whenever the actor is created, so you do not have to specify a unit for it to have an effect. If you want the actor linked to a unit you will have to use one of the other events.
Birth is the normal one, and will fire no matter how the unit is created, but it requires a unit to be specified, so it cannot be used for multiple different units.
Revive only fires after reviving the unit, and construction will only fire if the unit is built through a build ability.
I'm unfamiliar with Unit Creation, so I cannot tell you what the difference is for this one.
I cannot edit my post, but I just wanted to add how Animation Brackets work. When you start a bracket, the opening animation will play, followed by the content animation. When you close a bracket, the closing animation will play.
The way the drop down animation work is by looping the content animation Unload (unit hangs in the air) whenever a unit is in a dropship, and then close the bracket to play the Unload End (drop down) animation when the unit exits the transport. Since new animations will always try to blend with previous animations, it is important to have the unit in the air before trying to drop it down. If you try to drop a unit down without raising it high in the air first, it will just look like the unit jumps a little.
@Sherlia: Go
Yes "the bracket" the series of animations. What decide what animations it should play?
Time.
When you start a bracket with name: NAME, it will play Opening.
When Opening is done, it will play Content.
When Content is done, it will continue play Content if the animation can loop.
Whenever another event runs AnimationBracketClose with name: NAME, it will play Closing
Those two events are aren't really necessary since they are also included in the UnloadDropAnim event macro. They'd only be needed if a unit didn't have UnloadDropAnim event macro.
What they do is make sure to get the unit down instantly in case the unit begins moving or attacking. Without it, you might get strange animation blends between unload and move/attack.
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I have a Herculess that will train units. When they train it they just spawn without any animation below the herculess. I want the units to spawn like that have been dropped from the herculess. Play the drop animation or whatever.
How can i simulate this with all terran units? I'm fine with editing all actors if i have to.
I know the marines have for example a macro that it play when its droped but as i said i cant figure out how to link that macro with the unit..emm.. ok next question i so confused about that is linked to this question.
Unit Creation, Unit Birth, Actor Creation, UnitRevive, UnitConstruction WHAT is the difference?!?!?!
To have units look like they drop down, all you need to do is have the unit's play the drop down animation. You can find the events in the event macro UnloadDropAnim. What you'll want to do is make an event like ActorCreation -> Play Animation or somethign similar. Of course this would make the unit's play the animation regardless of whether it is created by the hercules or not. A better solution might be to have the train ability for your hercules run an effect (you can add this in your train ability below where you specify the trained unit), and then have an event like Effect.blabla.start -> Play Animation.
About linking event macros to units, it's just a matter of adding the macro to a unit's actor under Event - Macros. What this does is just add the events that are written in the event macro to the event list of the unit actor. Adding the events to the unit actor manually would have had the same effect. I'd recommend using a macro though since you plan to add it to every unit.
The difference between those events are subtle.
ActorCreation will fire whenever the actor is created, so you do not have to specify a unit for it to have an effect. If you want the actor linked to a unit you will have to use one of the other events.
Birth is the normal one, and will fire no matter how the unit is created, but it requires a unit to be specified, so it cannot be used for multiple different units.
Revive only fires after reviving the unit, and construction will only fire if the unit is built through a build ability.
I'm unfamiliar with Unit Creation, so I cannot tell you what the difference is for this one.
@Builder_Bob: Go
Sorry for being a pain but how would this effect look like when i use the train ability? What type of effect?
quick? and dirty
-train dummy
-remove dummy via trigger and load trained unit in the dropship
-unload order
@Sherlia: Go
I tried to do as you said but without success, maybe you can make a small testmap of how you think it would work?
Tbh, I don't even know what "Animation Bracket Stop" means and thats the action made when the event happen :/
@b0ne123: Go
I don't wanna solve this with triggers else i would have done so a long time ago :)
i don't like trigger for unit actions either :) lost some hair to get my tanks to siege and unsiege properly with data only
@Sherlia: Go
Any effect will do really. I usually just create a Set effect for things that shouldn't do more than trigger a simple animation.
I can set up a test map for you if you like
Yes please, i would love that :)
Make a carrier train a marine. Or something like that
Here you go. Battlecruiser training barrack units.
I cannot edit my post, but I just wanted to add how Animation Brackets work. When you start a bracket, the opening animation will play, followed by the content animation. When you close a bracket, the closing animation will play.
The way the drop down animation work is by looping the content animation Unload (unit hangs in the air) whenever a unit is in a dropship, and then close the bracket to play the Unload End (drop down) animation when the unit exits the transport. Since new animations will always try to blend with previous animations, it is important to have the unit in the air before trying to drop it down. If you try to drop a unit down without raising it high in the air first, it will just look like the unit jumps a little.
@Builder_Bob: Go
So what decide what the bracket gonna play for animations?
@Sherlia: Go
Could you rephrase that? I don't understand what you're asking
@Sherlia: Go
Grr i still cant seam to get it to work for some reason...
Yes "the bracket" the series of animations. What decide what animations it should play?
Time.
When you start a bracket with name: NAME, it will play Opening.
When Opening is done, it will play Content.
When Content is done, it will continue play Content if the animation can loop.
Whenever another event runs AnimationBracketClose with name: NAME, it will play Closing
@Builder_Bob: Go Where did you learn all this? I hate not knowing and asking, would be awesome just to have a place to read about all of this :/
Btw, i think i know now what do, i think i got confused with your explanation but i think i can solve it now :P
@Sherlia: Go
I hope you figure it out. Sorry if I confused you.
I'm afraid I don't know where to read about this as I learned it by trial and error.
@Builder_Bob: Go
WHO HOO got it to work ! :D
Some things i wounder about that i'm not sure about.
UnitMovementUpdate.*.Walk == why this line?
Abil.attack.readystart == same with this, what is it for?
Now i just need to find a way to make a unloadsound work ;)
@Sherlia: Go
Grats :)
Those two events are aren't really necessary since they are also included in the UnloadDropAnim event macro. They'd only be needed if a unit didn't have UnloadDropAnim event macro.
What they do is make sure to get the unit down instantly in case the unit begins moving or attacking. Without it, you might get strange animation blends between unload and move/attack.