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Topic Subject: A Guide To The Standard Animations For The Units
posted 26 January 2008 10:06 PM EDT (US)   
People have always been wondering if its possible to use i.e., the animations; Walk, Idle, Attack, etc. as real animations. Well, there is a method, but it has to be done a certain way:

Lets say you wanted to have an in-game animation which actually is possible (by the way, the're really cool). First you would create an animation effect (set animation) for the animation you want. (i.e, the real ones, like they use in the cut scenes) Then, simply, create another animation effect with an animation of "walk." just plain walk. *Oh and dont forget the play dialog trigger too to match the real animation. So you should have this (it can be in any order): ** = Your own item.

Set Animation: **
Play Dialog: **
Set Animation: Walk (Loop: off. It really doesnt matter but keep it off anyway.)

So Basically, in order to set an animation for a unit, the unit has to DO it first.
When i was making "age of mythology comedy" i had arkantos die right in the middle of an animation. This caused him to freeze. So, i put a second "set animation" trigger with an animation of "Death", right in the same trigger. (didnt matter where.) So when he died, you would see him dying the normal way. He would, seriously, even die. for real. Im still doing some research on it, so i can find out more about this feature.
This would be really cool because then you could create In-Game animation effects so that if a unit is in the middle of talking, as soon as you tell him to move, he'll stop his animation at any time, and move for you.
***********************************************************
OK guys, i just discovered something: You can put anything as the animation, even if you put "bla bla." just make sure the trigger and the animation is on "loop." lets say you have a trigger just with an animation of "bla bla" (something aom cant reconize) and you set it to arkantos. This is how it would be:
HE CANNOT DO DAMAGE WHILE IN THIS STATE.
You tell him to walk: He'll continously* walk in one place after he moves.

You tell him to attack: he'll attack, but when he gets to the unit, he'll slow down. when hes getting hit is when he'll move slightly closer each time, until he reaches him.

If the enemy unit dies some how of a god power or so and arkantos is still attacking him, arkantos will continue to do the attack animation even if the units dead. but if you tell him to go somewhere he'll move. but when he stops, he'll keep walking in one place.
P.S. I've know about this for a long time. :-p

[This message has been edited by Aom Expert (edited 02-01-2008 @ 02:22 PM).]

Replies:
posted 27 January 2008 02:10 AM EDT (US)     1 / 22  
Very interesting discovery! Didn't know that one.

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posted 27 January 2008 04:58 AM EDT (US)     2 / 22  
Indeed, this is a very interesting discovery. A very good find



Sweet baby maizes!
posted 27 January 2008 05:11 AM EDT (US)     3 / 22  
i don't get it

ninjapenguin981
I AM THE ALMIGHTY ETERNAL LOSER SISSY BOY
posted 27 January 2008 05:15 AM EDT (US)     4 / 22  
Wow, I'm going to look into this. But really, why is it nessecary for people to stick a P.S: I've known this for ages. I mean its not like its going to make a differance to the people using the trick, and all its saying is either: If this was already known, its not as if I just figured it out coz I'm a noob (Which people shouldn't care about anyway) or, or I know way cooler things then this, I just didn't post it because its not worth my time (which is just plain arrogant.)

But anyway, great discovery, I can't wait to see it in action.
posted 27 January 2008 10:07 AM EDT (US)     5 / 22  
I can't get it to work - oh well it doesn't matter because I do multiplayer stuff anyway.

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posted 27 January 2008 10:10 AM EDT (US)     6 / 22  
Great! It would be good if someone *cough*nottud could make a trigger that lets you do it.

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posted 27 January 2008 12:10 PM EDT (US)     7 / 22  
posted 27 January 2008 03:33 PM EDT (US)     8 / 22  
Oh and dont forget the play dialog trigger too to match the real animation
What is the play dialog effect for?

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posted 28 January 2008 12:14 PM EDT (US)     9 / 22  
Great! It would be good if someone *cough*nottud could make a trigger that lets you do it.
You unfortunately can't overide animations online at the moment but I have thought of other things. What about pausing animations, etc?

Currently found no commands to do it and the buttons in the editor that do it have no commands attached to them.

The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
posted 28 January 2008 12:30 PM EDT (US)     10 / 22  
I asked a while ago if it was possible to make a pause animation trigger, invent00r said it was impossible.

“Si vis pacem, para bellum”
posted 30 January 2008 03:30 PM EDT (US)     11 / 22  
-Yes. it should do it for every unit.

-the play dialog trigger is for the sound (the speech)

posted 30 January 2008 05:27 PM EDT (US)     12 / 22  
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,20903,0,365

Earliest thread on Freezing Animations I know.


Refer to this before making a guide, but yours was much more detailed. So good job :P
posted 30 January 2008 10:04 PM EDT (US)     13 / 22  
This should be added to the guides section (if it hasn't already)

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posted 01 February 2008 02:23 PM EDT (US)     14 / 22  
THE GUIDE HAS BEEN UPDATED

posted 01 February 2008 06:57 PM EDT (US)     15 / 22  
im confused....this isnt working for me.....does this work for all units (like athena)?
expert sed:
So, i put a second "set animation" trigger with an animation of "Death", right in the same trigger.
which trigger? the trigger of him doing the animation or the trigger of him dieing?

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posted 01 February 2008 07:54 PM EDT (US)     16 / 22  
So if you do this in one trigger:

Set Animation (arkantos selected): gibberish (loop)
Set Animation (arkantos selected): Walk

He walks in one place?

It isn't working for me.
posted 01 February 2008 10:06 PM EDT (US)     17 / 22  
@Joka_003
"When i was making "age of mythology comedy" i had arkantos die right in the middle of an *ANIMATION*. This caused him to freeze. So, i put a second "set animation" trigger with an animation of "Death", right in the same trigger."
STANDARD = Walk, idle, etc
REAL = ark_cine125ponder, etc

"ANIMATION" is the normal cinematic animation. In the same trigger you put an effect* of: "set animation" and in the bar you put "death". (sorry, i meant "effect". effect and trigger; two completely different things.) ALTHOUGH, you actually dont have to put the "standard" animation in the same trigger; if it causes your "real" animation to loop; because the standard animation needs to be in a looped trigger, as well as looped itself on the effect.

@HailToTheOboe:
MAKE SURE THE WHOLE TRIGGER IS LOOPED COMPLETELY. NOT JUST THE EFFECT. THEN ESCORT HIM TO WALK. IT SHOULD WORK.

posted 02 February 2008 00:06 AM EDT (US)     18 / 22  
ok dude lol wen u explain something u make me just want to close this thread .....tell me if this is how it should corrrectly look.....

Trigger
active = yes
looped = yes
run immediatly = no
priority = high?

Conditions
always?

Effects
set animation(athena) = ath_cinea01motionleft > looped
set animation(athena) = bored, walk, idle, etc. > looped

is that correct?

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[This message has been edited by Joka_003 (edited 02-02-2008 @ 00:07 AM).]

posted 02 February 2008 04:13 PM EDT (US)     19 / 22  
:-*( sorry man. i was kinda in a rush. always am. ill try it again:

we'll use the animation "walk"...

Trigger
active = yes
looped = yes
run immediatly = yes
priority = high

Conditions
Always

Effects
set animation(athena) = ath_cinea01motionleft > **looped
set animation(athena) = walk > looped

do this and it should work.

**you actually dont have to loop this animation. when i was making aom comedy i needed to for arkantos's "looking up" animation. attention: this is optional.

posted 02 February 2008 04:31 PM EDT (US)     20 / 22  
ok well that doesnt work, all she does is just stand there....frozen solid(no movement at all)

Who loves random god powers?:LeapinG GoD PowerS
Most pits made so far: 25 Pits of Doom
Can you make it pass the street?: Frogger>>>>
One addictive game!:Catapult Battle Field
Get Four In A Row:Connect ~ Four
Are You Strong Enough To Lift An Elephant?Dodge Elephant
posted 02 February 2008 05:11 PM EDT (US)     21 / 22  
Ok, I got it to work for walking, and it turns out you're making it more complicated then it needs to be:

Trigger
active = yes
looped = yes
run immediatly = No
priority = high

Conditions
Always

Effects
set animation(athena) = djkashdf (looped)

If you use that trigger (yes only one animation effect), athena will be frozen solid until she starts moving.

But, if you do move her, her feet will keep going even after she stops.

It doesn't matter what animation you use, doesn't matter if the unit even has cinematic animations.

I'm not sure what to do to trigger bored, idle, or death though. It doesn't matter what you put in the animation effect.

edit: Okay for attacking, if you use the same set up and task the unit to attack another unit, it'll start repeating its attack animation without dealing any damage. If you kill the target unit, or move it away, the guy will stay in one spot attacking air.
It's a little bit quirky because when you tell your unit to attack the other, it'll usually just walk on the spot until the enemy comes close enough to attack.

I tried killing a unit during the animation, and it died normally. Don't need looping animations to make someone die.

Walking on the spot and attacking invisible targets will be very helpful for my screenshots I think

[This message has been edited by HailToTheOboe (edited 02-02-2008 @ 05:23 PM).]

posted 03 February 2008 09:19 PM EDT (US)     22 / 22  
Exactly. lol nice job dude.

Age of Mythology Heaven » Forums » Scenario Design » A Guide To The Standard Animations For The Units
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