My unit has 2 weapons, each of which are usable against ground targets and each weapon is triggered at different ranges. I've set them up, and they are used when appropriate, as planned. Thing is, I want one of my weapons to use a different attack animation. I've managed to set this up in the actor's events, and my unit now has separate attack animations for each of his weapons respectively. The fundamental basics of it are all worked out.
What I need to know however, is how to "chop" or abbreviate animations. Is it possible to set the animation played for; say; an attack animation, to a specific time-frame of a given animation?
EG: The attack animation is 5 seconds long. By default, the game will play 0.00 all the way to 5.00 seconds of the animation. I want to be able to specify that the animation will always start at; say; 1.00 and finish early at 4.30 seconds.
To illustrate - say I use a Marine, and his regular attack animation for the Gauss Rifle runs the full animation, but his secondary weapon uses a similar animation. Say I want the animation for his weapon to be a single shot weapon, meaning the attack animation would have to be abbreviated so that it doesn't look like full automatic fire - Suffice to say, it would be weird if he fired a single shot and the animation for the actor showed him firing a long fusillade of bullets!
Is it possible then to have only a specific portion of the given animation's timeframe as the shown animation?
Bump for the reason of not making a thread that's already been made.
I need to do this also. I need an animation to show from 4 to 8 seconds. I don't see any way to set this. The set Animation Time action didn't do it for me.
@YiffMaster:
Set Animation time does work as expected. I was either having problems with it because I was trying to use it with a Bracket instead of a single animation or because I was executing it on ActorCreation instead of AnimationPlay.
So
Event: ActorCreation
action: AnimPlay myAni
Event: AnimPlay
action: AnimSetTime myAni 2.0
Bumping this thread instead of creating a new one...
Yiff, I've tried your method and it doesn't work for me.
What I'm currently trying to do is to get a part of the baneling's death animation ( I want half of it only and I want the "green liquid/blood" on the ground to be displayed for X amount of time)
have anyone been able to do this (cut and pause an animation at a given time)? I could use some help!
you can make an actor event that lowers the time scale of global or specific animations.
it's called AnimationSetTimeScale i think. the lower the number the slower the animation plays.
ex. AnimationSetTimeScale 0.5 would play the animation at half speed.
you can make an actor event that lowers the time scale of global or specific animations.
it's called AnimationSetTimeScale i think. the lower the number the slower the animation plays.
ex. AnimationSetTimeScale 0.5 would play the animation at half speed.
Fine, but how would you make the animation speed change at a certain time ? (Like to skip the first 2seconds you would do speed 1000x and at 2sec you change the speed to 0.001%)
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I have a question:
My unit has 2 weapons, each of which are usable against ground targets and each weapon is triggered at different ranges. I've set them up, and they are used when appropriate, as planned. Thing is, I want one of my weapons to use a different attack animation. I've managed to set this up in the actor's events, and my unit now has separate attack animations for each of his weapons respectively. The fundamental basics of it are all worked out.
What I need to know however, is how to "chop" or abbreviate animations. Is it possible to set the animation played for; say; an attack animation, to a specific time-frame of a given animation?
EG: The attack animation is 5 seconds long. By default, the game will play 0.00 all the way to 5.00 seconds of the animation. I want to be able to specify that the animation will always start at; say; 1.00 and finish early at 4.30 seconds.
To illustrate - say I use a Marine, and his regular attack animation for the Gauss Rifle runs the full animation, but his secondary weapon uses a similar animation. Say I want the animation for his weapon to be a single shot weapon, meaning the attack animation would have to be abbreviated so that it doesn't look like full automatic fire - Suffice to say, it would be weird if he fired a single shot and the animation for the actor showed him firing a long fusillade of bullets!
Is it possible then to have only a specific portion of the given animation's timeframe as the shown animation?
El bumpo - Trying to figure this out on my lonesome is proving most challenging!
Bumping this thread instead of creating a new one...
Yiff, I've tried your method and it doesn't work for me.
What I'm currently trying to do is to get a part of the baneling's death animation ( I want half of it only and I want the "green liquid/blood" on the ground to be displayed for X amount of time)
have anyone been able to do this (cut and pause an animation at a given time)? I could use some help!
Thanks in advance
@Koronis: Go
you can make an actor event that lowers the time scale of global or specific animations.
it's called AnimationSetTimeScale i think. the lower the number the slower the animation plays.
ex. AnimationSetTimeScale 0.5 would play the animation at half speed.
Fine, but how would you make the animation speed change at a certain time ? (Like to skip the first 2seconds you would do speed 1000x and at 2sec you change the speed to 0.001%)