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Staredit Network -> UMS Assistance -> Unit's Skipped Animations
Report, edit, etc...Posted by Red2Blue on 2005-02-21 at 01:49:55
Well I was experimenting with a few "micro melee strategic" maps, and have had a few questions.. *Cough Cough* (not really, I just wanted to keep this section of the staredit.net alive and well).

Basicly, I have discovered and had questions on a few things.

I have noticed that when a unit is given a move command directly followed by an attack command, will cancel out the unit's standing pose, and cause it to skip animations and drift while attacking. Such as a probe floating while attacking.

This can also happen with spells.

Well, I had questions, while skipping animations with a hero templar, its blue shadows dissapear. What exactly causes this? Just choppy coding? I also noticed that after skipping attack animations, it attacks faster the second time you drift and attack.

Also, I noticed that a dragoon cannot skip animations...
Instead, it freezes for a very long time and it will no longer take any commands.
Another coding glitch?






Also, to avoid posting another post,

Turrets and Yamato Gun shots seem to have an innate ability which allows for it to hit further then its supposed to after "locking on", Is there any way to avoid the missle approaching? Could you glitch it?



To prevent this post from being deleted.

I was hoping to use this skipping frames in a few maps im making using strategic map and blah blah... and hoping that I could use it in my map as glitch something... blah... better unit... blah...
Report, edit, etc...Posted by chuiu on 2005-02-21 at 07:31:17
All of those are just what you stated, glitches.

QUOTE
Turrets and Yamato Gun shots seem to have an innate ability which allows for it to hit further then its supposed to after "locking on", Is there any way to avoid the missle approaching? Could you glitch it?


Teleport.

QUOTE
(not really, I just wanted to keep this section of the staredit.net alive and well)
To prevent this post from being deleted. etc...


wtf? This forum is like the 2nd most used and your topic wouldn't get deleted, if anything it would get locked.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-21 at 07:45:31
Most of the time you can't dodge attacks. (I say most of the time because I suppose there may be one, but I'm too lazy to look). If you move a target unit while being attack, even if it's being attacked by a zealot, then if the attack had started, it'll still attack. Even with triggers, it can possibly create a time that the zealot looks like it's attacking air one time. Things like Yomato and Turrets seem to always follow units, while things like Vulture attacks and stuff can look like they are missing other Vultures but still hit them because that's where it was.

The thing with the move/attack command is interesting. Come to think of it, I have had Dragoons not listen to me rarely, its annoying. =\

I supopose if you were to set everything up perfectly and have units facing the right direction and stuff and have everythign timed right it may be possible to make soemthing skip frames, or have a turret semingly attack across the map. I haven't tried it much though...blah would be cool... blah....
Report, edit, etc...Posted by Deathknight on 2005-02-21 at 16:05:51
QUOTE
Instead, it freezes for a very long time and it will no longer take any commands.


You know the most common Zergling bug or Ultralisk bug, where they would stop attacking and just freeze there? Well it has to do with Iscript.bin.

QUOTE(Iscript.bin Zerg Zergling Attack animation script)
Play frame 0
Wait 1 ticks
Begin unbreakable code section
Play frame 17
Wait 1 ticks
Play frame 34
Randomly play 1 of 1 sounds (sfxdata.dat): 894 or 261
Play frame 51
Wait 1 ticks
Play frame 68
Wait 1 ticks
End unbreakable code section
Goto repeated attack if still attacking
Go to offset 18409


QUOTE(Iscript.bin Zerg Ultralisk Attack animation script)
Play frame 238
Wait 1 ticks
Begin unbreakable code section
Randomly play 1 of 3 sounds (sfxdata.dat): 891 or 892
UNIDENTIFIED OP > 0x41
Shift graphic position 5 vertical units
UNIDENTIFIED OP > 0x02 : 56576
Play frame 517
Play frame 204
Randomly play 1 of 2 sounds (sfxdata.dat): 894 or 895
Wait 2 ticks
Play frame 187
Wait 2 ticks
Play frame 204
Wait 2 ticks
Play frame 221
Wait 2 ticks
Play frame 238
Wait 2 ticks
End unbreakable code section
Goto repeated attack if still attacking
Go to offset 17905


These units will freeze more easily because it has a long unbreakable code section.
Report, edit, etc...Posted by SA_Max71 on 2005-02-21 at 20:57:25
QUOTE(Zerg Playing Dead @ Feb 21 2005, 04:45 AM)
Most of the time you can't dodge attacks.  (I say most of the time because I suppose there may be one, but I'm too lazy to look).  If you move a target unit while being attack, even if it's being attacked by a zealot, then if the attack had started, it'll still attack.
[right][snapback]150187[/snapback][/right]

It might be. You see, I have had a hydra attack me one of my transport ships. The ship was going as fast as it could, and the very millisecond the hydra unleashed it's spines, it was killed. I was wondering how long my ship could live, so I ordered it to move along the sides of the map. The map was 128 x 128. It was really funny too. Have you ever seen hydra spines try to hit something for 5 minutes?

Basicly what I am trying to say is, a zealot could raise it's arms to attack one of your units, and then your unit is transported somewhere or picked up. The unit won't take any damage - even though the zealot was ready to attack you. If you time it right, the zealot will attack your unit, but your unit won't take any damage (since it is elsewhere).
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