Atacking but not dying... how is this done?

duderock101

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On the first human campaign mission on RoC when you enter the map you see guards fighting each other even though they are on the same team. They are not dying yet they still attack each other, how is this done???
 

tom_mai78101

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Animation. The rest, camera settings, actors, directors telling them things, and then Action!

They are in an animation loop. Just open the map you're in, and look at the triggers. Hope I'm not that sarcastic.
 

duderock101

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could you give me the trigger please... im not sure how to loop yet... :(
 

duderock101

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all i want is to know how i can loop the animations thats it!!!!!!! :banghead:
 

duderock101

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OMG I JUST NEED THE TRIGGER SO IT WILL LOOP!!!!!! :banghead: :banghead: :banghead::banghead::banghead::banghead::banghead::banghead: :banghead:
 

Technomancer

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OMG does not get you what you want. Remember, the internet is made of lazy, and no amount of begging will ever change that.

Look around in the trigger editor for a "Loop" action, the rest is fairly self explainatory.

The other way to do so would be to set the animation things on a periodic timer equal to the attacks cooldown.
 

duderock101

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the thing is that there is no loop in the trigger editor. As you say the internet is lazy as there is no tutorils explaining how to loop, there is nothing in my trigger editor to let me loop and the only ppl that no how to loop won't tell me.
 

darkRae

Ueki Fan (Ueki is watching you)
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Actually, animations already loops on its own.
Just Pause the unit to prevent the unit from attacking.

If you can give the unit more HP, why bother making animation loops?

> the internet is made of lazy
That is so true.
Besides, a little 'finding on your own' never hurts.

> there is no loop in the trigger editor

Just because you haven't found it you can't say that it is not there :rolleyes:
 

GoGo-Boy

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Stop acting like a baby. Just have a look at the animation functions in the trigger editor. You should find it there, god just do thinks a little bit on your own.
 

tom_mai78101

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Code:
First Unit
    事件
        時間 - Every 2.00 seconds of game time
    狀況
    行動
        å‹•ç•« - Play æ_¥å…µ 0000 <æƒ…å ±>'s attack animation
And do the same for the other.

Or if unreadable:

JASS:
function Trig_First_Unit_______u_Actions takes nothing returns nothing
    call SetUnitAnimation( gg_unit_hfoo_0000, &quot;attack&quot; )
endfunction

//===========================================================================
function InitTrig_First_Unit_______u takes nothing returns nothing
    set gg_trg_First_Unit_______u = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_First_Unit_______u, 2.00 )
    call TriggerAddAction( gg_trg_First_Unit_______u, function Trig_First_Unit_______u_Actions )
endfunction
JASS:
function Trig_Second_Unit_Actions takes nothing returns nothing
    call EnableTrigger( gg_trg_Second_Unit_Play )
endfunction

//===========================================================================
function InitTrig_Second_Unit takes nothing returns nothing
    set gg_trg_Second_Unit = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Second_Unit, 1.00 )
    call TriggerAddAction( gg_trg_Second_Unit, function Trig_Second_Unit_Actions )
endfunction
JASS:
function Trig_Second_Unit_Play_Actions takes nothing returns nothing
    call SetUnitAnimation( gg_unit_hfoo_0001, &quot;attack&quot; )
endfunction

//===========================================================================
function InitTrig_Second_Unit_Play takes nothing returns nothing
    set gg_trg_Second_Unit_Play = CreateTrigger(  )
    call DisableTrigger( gg_trg_Second_Unit_Play )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Second_Unit_Play, 2 )
    call TriggerAddAction( gg_trg_Second_Unit_Play, function Trig_Second_Unit_Play_Actions )
endfunction


And do the rest. The last one in JASS, don't let it run at all, but don't close it. Gray out this trigger.
 

Insane!

Shh I didn't edit this, go away.
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I don't believe he knows jass, I sure hell dont know it (ok i do some)

Try some thing like

Code:
Integer loop: For each integer from "option" to "option" do actions
  Loop actions:
    Custom script: //the "option" is for how many times you want this to loop
    Custom script: // so say you want him to attack 5 times do something like
    Custom script: // For each integer from "1" to "5" do actions
    Unit: Issue "footman 001 <gen>" to attack once "footman 002 <gen>"

The custom script is not needed i just did that to explian it
and i didnt do any leak fixes, i was just lazy

and yes that is all manually written no WE used :cool:
 

SnoopyLoL

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Stop acting like a baby. Just have a look at the animation functions in the trigger editor. You should find it there, god just do thinks a little bit on your own.

Yeah, and don't -rep people for an inadequate reason that is not true. :(
And don't try it again, right now I'm saying that you should do what I said.
 

Bronxernijn

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The footmen in the beginning are custom units with damage 1 and 1000 hitpoints.
 

Sil3nt

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Yeah, and don't -rep people for an inadequate reason that is not true. :(
And don't try it again, right now I'm saying that you should do what I said.
Wow he -repped you for telling him to make their regen 50?

The footmen in the beginning are custom units with damage 1 and 1000 hitpoints.
I'm not 100% sure but i think you can still see the attack damage and it probably isnt 1 damage. Just set the hp regeneration to 99999 and at the start order them to attack each other.
 

Bronxernijn

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I'm not 100% sure but i think you can still see the attack damage and it probably isnt 1 damage. Just set the hp regeneration to 99999 and at the start order them to attack each other.

I am sure, you can check it in the object editor. The units despawn after the map starts, and they only slash like 4 or 5 times, so there is no need to regen their hitpoints. If you want them to be attacking each other in eternity, I suggest you do what Sil3nt sais :)
 
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