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Staredit Network -> Modding Assistance -> Selecting Animations
Report, edit, etc...Posted by EzDay281 on 2005-06-21 at 19:18:14
What determines what animation a command will use?
For example, would it be possible to change a Zealot to use its walking animation when it attacks?(I know it wouldn't do damage, it would look weird, and suck, but it's jsut an example)
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-21 at 19:34:11
Wouldn't you just put the code for walking animation into groundattackinit and groundattack?
Report, edit, etc...Posted by StealthyDeath on 2005-06-21 at 20:07:06
If you're talking about buttons and not iscripts, it's hard coded into the action of a button.

For example, the MOVE action has been coded to read the walking animation of a units iscript.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-21 at 20:13:25
But you can change the action ID which the move button calls using MEMGraft.
Report, edit, etc...Posted by EzDay281 on 2005-06-22 at 12:56:35
QUOTE
Wouldn't you just put the code for walking animation into groundattackinit and groundattack?

No.
That would change the groundattack animation to look like walking, not the attack to use the walking animation. Big difference.

QUOTE
If you're talking about buttons and not iscripts, it's hard coded into the action of a button.

For example, the MOVE action has been coded to read the walking animation of a units iscript.

Damn, is there anyway you know of I could use to quickly find out what animation is used for what actions?

QUOTE
But you can change the action ID which the move button calls using MEMGraft.

And what would the point in that be?
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-22 at 12:58:17
QUOTE
No.
That would change the groundattack animation to look like walking, not the attack to use the walking animation. Big difference.


Huh? I thought you wanted the zealot to use the ground attack animation when it attacked. Maybe I misunderstood you.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-06-22 at 16:43:56
By animation, I think he means action.
Report, edit, etc...Posted by DT_Battlekruser on 2005-06-22 at 16:45:55
Then what SD said stands.
Report, edit, etc...Posted by BSTRhino on 2005-06-24 at 18:20:04
I think I know what you mean. You're referring to how does StarCraft know when it casts a spell to call SpAbility2 and not Unknown 8 or something like that, and whether that can be changed? Unfortunately not, because as far as I know, StarCraft knows which animation type to run on each action through its EXE code. Changing this might be quite easy, it may only be one value, but I wouldn't know about the kind of research you'd need to do to find where to send your hex editor.

QUOTE
would it be possible to change a Zealot to use its walking animation when it attacks?

I know this wasn't the main point of your question, but I thought I'd point out that all "move forward" instructions are ignored in attack animations, and they might even crash the game. Sad but true, there would have been some really cool effects that could be made if units could make movement part of their attack.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-26 at 18:10:07
Thank you, BST, that's exactly the kind of answer I was expecting, if not hoping for, and you hit the nail of my problem right on the head.
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