Gate Animations

Jackal

You can change this now in User CP... or Die Tryin
Reaction score
38
I've created a trigger for my own gate unit handling:

Trigger:
  • Open Animation
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Open Gate
          • (Ability being cast) Equal to Close Gate
          • (Ability being cast) Equal to Repair Gate
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Open Gate
          • (Unit-type of (Triggering unit)) Equal to Gate (Closed Iron Horizontal)
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Gate (Open Iron Horizontal) using The old unit's relative life and mana
          • Animation - Play (Last replaced unit)'s death alternate animation
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Close Gate
          • (Unit-type of (Triggering unit)) Equal to Gate (Open Iron Horizontal)
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Gate (Closed Iron Horizontal) using The old unit's relative life and mana
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Repair Gate
          • (Unit-type of (Triggering unit)) Equal to Gate (Dead Iron Horizontal)
        • Then - Actions
          • Unit - Replace (Triggering unit) with a Gate (Open Iron Horizontal) using The new unit's max life and mana
          • Animation - Play (Last replaced unit)'s death alternate animation
        • Else - Actions


And for changing ownership on death:

Trigger:
  • Gate dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to Gate (Open Iron Horizontal)
          • (Unit-type of (Dying unit)) Equal to Gate (Closed Iron Horizontal)
          • (Unit-type of (Dying unit)) Equal to Gate (Dead Iron Horizontal)
    • Actions
      • Unit - Replace (Triggering unit) with a Gate (Dead Iron Horizontal) using The new unit's max life and mana
      • Unit - Change ownership of (Last replaced unit) to (Owner of (Killing unit)) and Change color
      • Animation - Play (Last replaced unit)'s death animation


This all works fine. I can open and close a gate and repair it if it is destroyed.

However, there is one slight fault. Whenever I repair a gate, it's animation goes to stand (as all models share the same model) when it should be staying at death. I've tried countering this with a trigger:

Trigger:
  • Start Repairing Gate
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Repair Gate
    • Actions
      • Animation - Play (Triggering unit)'s death animation


And in the 'Repair Gate' ability I tried setting the Art - Animation Names to death,alternate. Unfortunately, these two methods have not worked and my gate still goes back to it's stand animation.

Any ideas of how I can solve this problem?
 

Moon_Raven

New Member
Reaction score
8
There is a special action for opening, destroying and closing gates:
Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Destructible - Open/Destroy/Close <WHICH GATE>
 

Jackal

You can change this now in User CP... or Die Tryin
Reaction score
38
There is a special action for opening, destroying and closing gates:
Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Destructible - Open/Destroy/Close <WHICH GATE>

My gates are units and not destructibles. If they were destructibles I wouldn't be able to give them abilities.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
i made a open close gate trigger for myself for not so long ago
using

1 unit called Gate (closed) vurable with patching: PathTextures\Gate1Path.tga
1 unit called Gate (open) invurable with patching: PathTextures\Gate1PathDeath.tga
1 unit called Gate (dead) vurable with patching: PathTextures\Gate1PathDeath.tga

Gate (closed) the gate that can be build by a builder, can be uppgraded to Gate (open)
Gate (open) can be uppgraded to Gate (closed)
Gate (dead) can be uppgraded to Gate (closed)


triggers:
Code:
open close
    Events
        Unit - A unit Finishes an upgrade
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Triggering unit)) Equal to Gate (open)
            Then - Actions
                Animation - Play (Triggering unit)'s alternate animation
                Unit - Turn collision for (Triggering unit) Off
            Else - Actions
Code:
gate die
    Events
        Unit - A unit Dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Gate (open)
                (Unit-type of (Triggering unit)) Equal to Gate (closed)
                (Unit-type of (Triggering unit)) Equal to Gate dead (dead)
    Actions
        Unit - Turn collision for (Triggering unit) Off
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        (Unit-type of (Triggering unit)) Equal to Gate (open)
                        (Unit-type of (Triggering unit)) Equal to Gate (closed)
            Then - Actions
                Unit - Turn collision for (Triggering unit) Off
                Unit - Replace (Triggering unit) with a Gate dead (dead) using The new unit's max life and mana
                Unit - Turn collision for (Triggering unit) Off
                Animation - Play (Last replaced unit)'s death animation
            Else - Actions
                Unit - Remove (Dying unit) from the game

not rly what you asked about but you could use it if you want or just ignore it :p


or you could try to change it to A unit finish casting an ability
 

Terrabull

Veteran Member (Done that)
Reaction score
38
Haven't played around w/ Unit animations to much, but I think I have an answer. Someone please correct me if I'm wrong.
I think the problem is that you made these units instead of destructables. When you tell a unit to play it's animation, it plays the animation, then returns to the standing animation. Because whenever a unit is idle it uses it's stand animation. If you want a unit to freeze in the middle of an action you have to pause that unit. Alternativly you could probably set the animation speed to 0.01%, but then it might eventually stand up again.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Haven't played around w/ Unit animations to much, but I think I have an answer. Someone please correct me if I'm wrong.
I think the problem is that you made these units instead of destructables. When you tell a unit to play it's animation, it plays the animation, then returns to the standing animation. Because whenever a unit is idle it uses it's stand animation. If you want a unit to freeze in the middle of an action you have to pause that unit. Alternativly you could probably set the animation speed to 0.01%, but then it might eventually stand up again.

rly?
then how come that it works in my trigger? o_O if i remember correctly you have to reset the animation again
Code:
Animation - Reset (Last created unit)'s animation
 
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