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    posted a message on Play Animation Conditions?

    @BorgDragon: Go

    I gave that a try, still no luck. I have a sneaking suspicion that something is taking priority over the animation I'm not really sure where to look though.

    Posted in: Data
  • 0

    posted a message on Play Animation Conditions?

    I have a melee unit with an ability called "Devistation". This is a melee ability that targets an enemy unit and deals AOE damage around the target. I'm trying to get my player character to play a special animation when this ability is used. Currently it isn't working as intended. When the ability is used I want my unit to stop his current animation, move into range, execute the ability, then resume attacking.

    • Events
    • Abil.Devistation.SourcePrepStart
    • AnimPlay Spells S

    The unit instead just stays in the stand animation for the duration of the ability. Then resumes the melee attack animation. The animation plays fine in other non-ability situations.

    Is there something I am missing in this chain of events? Do I need to cancel another animation before I can play the one I'm trying to use? Since it's also within the scope of my questions, what exactly does the AnimClear command do? I noticed that it is present as a response to the movement event and clears all "Spells" animation. Removing it didn't fix the problem.

    Posted in: Data
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