Reverse Movement

Dangime

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Is it possible to create a skill that would do the simple task of having a unit move backwards without changing the direction it is facing for a set distance?
 

waaaks!

Zinctified
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its imposible, havent seen like that yet, maybe a model that runs backward....
 

waaaks!

Zinctified
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well it works with triggers, mostly used in knockback ability, but when running, i dunno?
 

DuckieKing

Elitist Through and Through
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Can't you set animation speed -100%? Move it polar projection get unit's facing + 180?
 

DuckieKing

Elitist Through and Through
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Tested it, and "call SetUnitTimeScale(TestUnit, -1)" doesn't do anything. You're right.
 

Dangime

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Well we're talking about a starcraft battle cruiser model, so I dont need some guy to walk backwards. It won't look too weird if it just starts sliding back. Actually having the unit hit itself with the knockback ability would be fine with me. Could that work?
 

chovynz

We are all noobs! in different states of Noobism!
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Is it possible to create a skill that would do the simple task of having a unit move backwards without changing the direction it is facing for a set distance?

1. Yes its possible. It' fairly simple to make a unit move backwards without changing the facing direction for a set distance. (Examples: Vile's knockback on WC3campaigns, a few jump spells around here but in reverse, and some other spells that use a similar idea.) And yes to your latest question.


1a. Yes the running the animation backwards is possible too. There's a post somewhere around here about it. (Although I don't know how they got started on the animation bit, because it wasn't part of your question.)
 

chovynz

We are all noobs! in different states of Noobism!
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Just to Bump an old thread...and answer an old question.
Taken from the Queen of Trivia - Chocobo's Useful WE Information thread...
chocobo said:
8. Abusive Using of Backward Animations

When you want to play an animation in reverse mode, like the death animation of a footman, an archer.. or whatever you want, you think for triggers that -100.00% in animation speed is imposible, but, it is possible.

Example with that trigger that has a death unit of 2.333s :

Code:

Events Selection - Player 1 (Red) selects a unit Conditions Actions Set MyUnit = (Selected unit) Animation - Play MyUnit's Animation - death animation Animation - Change MyUnit's animation speed to 500.00% of its original speed Animation - Change MyUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency Wait (2.333 / (500.00 / 100.00)) seconds of game-time Animation - Change MyUnit's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency Animation - Change MyUnit's animation speed to (0.00 - 100.00)% of its original speed Wait 2.333 seconds of game-time Animation - Change MyUnit's animation speed to 100.00% of its original speed Animation - Play MyUnit's Animation - stand animation

Notice : 2.333/(500.00/100.00) = 0.4666
2.333 : Death Animation Time (this is not constant for all units)
500.00 = 500.00% of its original speed
100.00 = A meaning for 100%, bracking 500.00 to 5.

The death animation is played first, with an improvement of the animation speed by 5x and a vertex coloring making the unit invisible to avoid death particles. Then there is a Polled Wait, and the vertex come back to the normal values and the animation speed is reversed. And after, it waits until the animation is fully reversed and the animation is set to 100.00% and to stand to avoid the unit to stuck doing nothing.
 
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