I've searched times trying to find an existing answer to my question, but alas, I have not. I have a feeling it's so damn simple that no one else has had problems with it.
What I want is to have a selected unit face in the direction I've told it to while playing the "Stand" animation that loops for however long I want. This is what I have:
[START]
Camera - Apply David and Nixar Open for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Unit - Make Zealot [40.04, 15.59] face (Position of Viking (Fighter Mode) [18.20, 7.27]) over 0.0 seconds
Unit - Make Marine [39.92, 16.50] face (Position of Viking (Fighter Mode) [18.20, 7.27]) over 0.0 seconds
Animation - Clear the Default animation for (Actor for Marine [39.92, 16.50])
Animation - Clear the Default animation for (Actor for Zealot [40.04, 15.59])
General - Wait 0.1 Real Time seconds
Animation - Play Stand animation for (Actor for Marine [39.92, 16.50]) as Default, using Play Forever options and Default Time blend time
Animation - Play Stand animation for (Actor for Zealot [40.04, 15.59]) as Default, using Play Forever options and Default Time blend time
General - Wait 6.0 Real Time seconds
[END]
With this trigger set the units eventually turn in different directions or play an animation that is NOT just "Stand". Can anyone tell me what stupid thing I'm doing that is causing the problem?
The units are probably fidgeting randomly, which you can either deactivate completely in the data editor by setting all values for those unit-types in "UI - fidget - Chance array" to 0 or just for the cutscene by adding "Set unit state" actions with state fidget to your trigger.
I've searched times trying to find an existing answer to my question, but alas, I have not. I have a feeling it's so damn simple that no one else has had problems with it.
What I want is to have a selected unit face in the direction I've told it to while playing the "Stand" animation that loops for however long I want. This is what I have:
[START]
Camera - Apply David and Nixar Open for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Unit - Make Zealot [40.04, 15.59] face (Position of Viking (Fighter Mode) [18.20, 7.27]) over 0.0 seconds
Unit - Make Marine [39.92, 16.50] face (Position of Viking (Fighter Mode) [18.20, 7.27]) over 0.0 seconds
Animation - Clear the Default animation for (Actor for Marine [39.92, 16.50])
Animation - Clear the Default animation for (Actor for Zealot [40.04, 15.59])
General - Wait 0.1 Real Time seconds
Animation - Play Stand animation for (Actor for Marine [39.92, 16.50]) as Default, using Play Forever options and Default Time blend time
Animation - Play Stand animation for (Actor for Zealot [40.04, 15.59]) as Default, using Play Forever options and Default Time blend time
General - Wait 6.0 Real Time seconds
[END]
With this trigger set the units eventually turn in different directions or play an animation that is NOT just "Stand". Can anyone tell me what stupid thing I'm doing that is causing the problem?
Thanks in advance
The units are probably fidgeting randomly, which you can either deactivate completely in the data editor by setting all values for those unit-types in "UI - fidget - Chance array" to 0 or just for the cutscene by adding "Set unit state" actions with state fidget to your trigger.
@Talon0815: Go
Brilliant, worked perfect. Thanks mate, that would have been painful to discover on my own.