I'm trying to use the Jim Raynor (Sniper) unit as a Long Range Marine, and I noticed that when Raynor shoots, he shoots like a marine, waving his gun around. I didn't like how that looked, so I went in and I messed around with the animations, and now he uses the Penetrator Round animation to attack. The Penetrator Round animation is a little slow, so I set the Damage Point to make the animation/attack sync up. Now the attack looks pretty cool: the unit runs up, drops to his knee, and tracks the enemy before shooting him.
My Problem is that with the delayed attack, when a targeted enemy is killed by another unit, the attacking unit stops the attack animation and targets a new unit.
This means that when fighting in large groups, the attacking unit just kinda...twitches there. Any Ideas? I want it to choose a new target without starting a new cooldown (startup?), and just track around until the Damage Point clicks and the shot is fired.
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I'm trying to use the Jim Raynor (Sniper) unit as a Long Range Marine, and I noticed that when Raynor shoots, he shoots like a marine, waving his gun around. I didn't like how that looked, so I went in and I messed around with the animations, and now he uses the Penetrator Round animation to attack. The Penetrator Round animation is a little slow, so I set the Damage Point to make the animation/attack sync up. Now the attack looks pretty cool: the unit runs up, drops to his knee, and tracks the enemy before shooting him.
My Problem is that with the delayed attack, when a targeted enemy is killed by another unit, the attacking unit stops the attack animation and targets a new unit.
This means that when fighting in large groups, the attacking unit just kinda...twitches there. Any Ideas? I want it to choose a new target without starting a new cooldown (startup?), and just track around until the Damage Point clicks and the shot is fired.