Ability Animation in Object Editor

Grags_1977

Ultra Cool Member
Reaction score
32
A little rumour tells me I can set the required animation to play through Object Editor.

Could somoene please explain to me how I do this?

As atm I use this...

Trigger:
  • Ability
    • Events
    • Conditions
    • Actions
      • Wait 0.01 seconds
      • Custom script: call SetUnitAnimationByIndex(UNIT, ANIMATIONNUMBER)


My guess is it's Art - Animation Names.

But what do I put in there?
 

Laiev

Hey Listen!!
Reaction score
188
Animation name...

For example:


spell
slam

(one each line)

so the animation Spell Slam will be played
 

Grags_1977

Ultra Cool Member
Reaction score
32
Thankyou. Works a treat :)

EDIT: Is the same for Animations like "Attack - 2"

Ive set it up like

Attack
2

Is this correct? As it doesn't seem to be working for me :(
 

merlinds

Member
Reaction score
15
You can use the function
Trigger:
  • Animation - Play Soldier 0000 <gen>'s attack animation, using only Rare animations

But you will not be able to play all the animations, like Attack 1 attack 2 attack 3.
For this the only option is to use Jass into a custom script
 

Laiev

Hey Listen!!
Reaction score
188
Animations with number on it, like:


Attack 1
Attack 2
Attack 3

or

Spell - 1
Spell - 2
Spell - 3

Is like variation of animation, you can't play it directly without [ljass]SetUnitAnimationByIndex[/ljass]
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
he has that already in his first trigger laev, made a complete circle lol
 

Laiev

Hey Listen!!
Reaction score
188
Is Laiev >.>

And He don't say anything before about the variation of animation, just how to setup it :)
 

Grags_1977

Ultra Cool Member
Reaction score
32
Ok, thankyou. It's back to the Custom Script for them Animations then :) Thanks again.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
lol like i said, in a circle
and yes i knew that laiev, just a typo

there may be a system for changing the animation index of a unit for casts easily
 

Grags_1977

Ultra Cool Member
Reaction score
32
I was just looking for short cuts. I'm happy to carry on using the custom script. As the model i'm using is Grabers Villager255 model. And as anyone who uses that model knows. He has 255 different animations. And they are all variations.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
You can still use the first animations, like Attack Morph - 1 and Stand Defend - 1.
 
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