playing unit animation

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How would i get a unit to walk in place? Ive tried using...

Animation - Play Peasant 0000 <gen>'s walk animation

...but all the peasant does is twitch once and goes back to its stand animation.
Ive also tried "queue unit animation" and "add/remove animation tag" but that doesnt work either.

Thanks in advance.
 
I think the problem is that the units stand animation is canceling the walk animation.
Is there any way to remove an animation from a unit?
 
reigster not only will SilverHawk and all those master editors answer but this forum rocks and ou shoudl join it
 
No, as far as I know, animations stay with the unit (the model, really).

What exactly are you trying to do, make the unit walk in place? Perhaps there is a way around it.

Also, Vector is right; you should register. :)
 
Well clearly he was disrupted from his animation. Mind detailing exactly where he is and what you need him to do?
 
All the peasant is doing is standing in the middle of the map. All the map consists of is a peasant, a start location, and a trigger that is supposed to play the peasants walk animation after 2 seconds have elapsed. I dont touch the peasant, move it or select it.

All other animations work, such as the death and attack animations.

I've made a map that alows for keyboard movement of units but they just slide along which looks pretty boring. Ive been able to apply the attack animation while using the arrow keys to move the units but the walk animation does not work.
 
is it possible to change your code

like using "give order" when player pressed a key
instead
move unit when player pressed the key?
 
no...think about this, a unit is a trying to move against some trees but since its ordered to move, so-to-say, 1000 units twords its facing angle, it attempts to go around the trees. If we were to lessen the distance at which each unit was orderd to move then the unit would take a step then stop then take a step then stop and so on which isnt very pretty to look at.

the way i did my movement system is almost the same as blizards gran prix map, except faster since i didnt add extra stuff to make the triggers easily readable.
 
i was thinking the same thing, but the walk animation doesnt even play all the way before it stops. I would like to know how to loop animations anyways, so any info on that would be great.
 
Have you tried playing around with Animation - Queue Unit animation. Im not EXACTLY sure how this work or if it does what the name implies. I have a similar problem that you have sometimes and approached my walking differently (which actually benefitted me because I can jump without having to switch units)
 
You'll have to play the unit animation by the index; this will suffice to play the animation in place and loop. Index animation is like this:

Code:
call SetUnitAnimationByIndex( gg_unit_hpea_0000, 13 )

Plays that specific unit's walk animation by the index, and the index of the Walk animation is 13.

Add that through the "Custom Script" action in the editor, where you want them to play the animation.
 
yep, that did it but, the index was 10 not 13 as i woulda thought as well by counting from stand to walk.

P.S. did you find that function on jass.sourcefordge.net because i looked for any unit animation function and only found the ones that are used by the basic gui triggers.
 
Did you still have to loop this script to keep it going, or does it keep doing the animation until its reset?


Also if you do loop this does it "stutter" the animation and keep playing the animation from the start?
 
Guess I got the number wrong, thanks for clarifying.

sPectrce said:
P.S. did you find that function on jass.sourcefordge.net because i looked for any unit animation function and only found the ones that are used by the basic gui triggers.

No, I don't get my stuff from there any more. I used to use references, but I've known it for so long that it comes to me.

As a side note, Sourceforge doesn't have every little function, open up Blizzard.j and Common.j to find all JASS native functions.

@Sheezwck: It automatically loops it, and plays it no matter if the unit is moving or not.
 
Thats awesome thanks for the tip! Would have been handy to know earlier on hehe
 
ive tried it with the death and attack animations and it doesnt loop. It only seems to work with the walk animation and if you issue an order to the unit, the walk animation stops looping when the unit stops. This isnt an issue for me though since moving the unit instantly doesnt affect this.
 
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