Hey guys, AoM ExPeRt here…
Answer the following questions with a “Yes” or a “No”:
1.Have you ever wanted to make a unit NOT sink into the ground after death?
2.Have you ever wanted to stop animation freezing?
3.Have you ever wanted a unit to walk in one place, attack invisible targets, and have actual working “in-game” animations, with no animation freezing?
4.Do you know how to use the editor and the triggers?
If you answered “yes” to any of these questions, this thread is for you! Presenting… The Ultimate Animations Tricks Thread! I’ll explain the first trick to you the best I can. (1.)
1.Ok, let’s say you don’t like it when a unit sinks into the ground. Is there a way to disable that? You bet there is, and there’s a couple ways to do it:
Create this trigger:
[X] Active
[ ] Loop
[X] Run Immediately
Priority:_______________V_
Low Medium High
Condition: Always (or you may wish to set a Timer, it’s up to you.)
Effect: Kill:: (Unit)
Effect: Set Animation:: yrtryrt (Same Unit), Loop: off, Trigger: none. (or you may wish to select a trigger.)
When you playtest the scenario, depending on if you set a timer or not, when the unit dies, it won’t sink into the ground! Please read the important notes below:
___________________________________________________________
Most Important Note: The “Kill” effect MUST come first before the “Set Animation” effect. Otherwise, it will not activate.
Second Most Important Note: For the second way of doing this trick (explanation below), the unit MUST be killed by an enemy unit in order for this to work.
Remember, the “kill” effect and the “set animation” effect should be set to the same unit.
It doesn’t matter what text you put in the “set animation” text bar. Just make sure it’s not an actual animation.
If the unit moves for some reason, such as a meteor; when the unit hits the ground, the sinking effect will start.
You cannot click on or attack the unit when he is in this position. However, you can interact with it as in the note above.
If you place a timer, and the unit dies before the timer goes off, it will not activate and the unit will sink into the ground.
The Condition “Is Dead” will not work with this trick. You must use the “Percent Damaged” Condition, and set it = to 100.
Remember, you can use this trigger as any ordinary trigger, and activate it when you choose.
___________________________________________________________
1.The other way to do this is much simpler, and probably the best choice.
Create this trigger:
[X] Active
[ ] Loop
[X] Run Immediately
Priority:_______________V_
Low Medium High
Condition: Percent Damaged:: (Unit), Operator: =, Percent: 100.
Effect: Set Animation:: ghgfhfh (Same Unit), Loop: off, Trigger: none. (or you may wish to select a trigger.)
Doing it this way, the unit MUST be killed by an enemy in order for this to work.
*The notes in-between the lines count for both ways, except for the first three.
2.LINK:http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,26415,50,10
3.LINK:http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,26415,50,10
4.You must know how to use the editor, and the triggers to do this trick.
Here's a list of what happens to each one.
Flying Units: The unit sinks to infinity in the ground when it dies.
Normal units: They just lay there. However, if you hit them with a meteor, their body will fly. kinda like halo.
Ranged units: same.
Buildings: the building will sink into the ground, and stay there, and not dissappear. how ever, the dust/dirt animation will keep on appearing back and forth.
****Hey guys, ive been looking into this an theres a way to
make your own, reviving hero!http://aom.heavengames.com/downloads/showfile.php?fileid=7339
Play around with armies and stuff, see what you can come up with. SCENARIO:http://aom.heavengames.com/downloads/showfile.php?fileid=7339
This is Aom Expert, signing off.
Answer the following questions with a “Yes” or a “No”:
1.Have you ever wanted to make a unit NOT sink into the ground after death?
2.Have you ever wanted to stop animation freezing?
3.Have you ever wanted a unit to walk in one place, attack invisible targets, and have actual working “in-game” animations, with no animation freezing?
4.Do you know how to use the editor and the triggers?
If you answered “yes” to any of these questions, this thread is for you! Presenting… The Ultimate Animations Tricks Thread! I’ll explain the first trick to you the best I can. (1.)
1.Ok, let’s say you don’t like it when a unit sinks into the ground. Is there a way to disable that? You bet there is, and there’s a couple ways to do it:
Create this trigger:
Priority:_______________V_
Low Medium High
Condition: Always (or you may wish to set a Timer, it’s up to you.)
Effect: Kill:: (Unit)
Effect: Set Animation:: yrtryrt (Same Unit), Loop: off, Trigger: none. (or you may wish to select a trigger.)
When you playtest the scenario, depending on if you set a timer or not, when the unit dies, it won’t sink into the ground! Please read the important notes below:
___________________________________________________________
Most Important Note: The “Kill” effect MUST come first before the “Set Animation” effect. Otherwise, it will not activate.
Second Most Important Note: For the second way of doing this trick (explanation below), the unit MUST be killed by an enemy unit in order for this to work.
Remember, the “kill” effect and the “set animation” effect should be set to the same unit.
It doesn’t matter what text you put in the “set animation” text bar. Just make sure it’s not an actual animation.
If the unit moves for some reason, such as a meteor; when the unit hits the ground, the sinking effect will start.
You cannot click on or attack the unit when he is in this position. However, you can interact with it as in the note above.
If you place a timer, and the unit dies before the timer goes off, it will not activate and the unit will sink into the ground.
The Condition “Is Dead” will not work with this trick. You must use the “Percent Damaged” Condition, and set it = to 100.
Remember, you can use this trigger as any ordinary trigger, and activate it when you choose.
___________________________________________________________
1.The other way to do this is much simpler, and probably the best choice.
Create this trigger:
Priority:_______________V_
Low Medium High
Condition: Percent Damaged:: (Unit), Operator: =, Percent: 100.
Effect: Set Animation:: ghgfhfh (Same Unit), Loop: off, Trigger: none. (or you may wish to select a trigger.)
Doing it this way, the unit MUST be killed by an enemy in order for this to work.
*The notes in-between the lines count for both ways, except for the first three.
2.LINK:
3.LINK:
4.You must know how to use the editor, and the triggers to do this trick.
Here's a list of what happens to each one.
Flying Units: The unit sinks to infinity in the ground when it dies.
Normal units: They just lay there. However, if you hit them with a meteor, their body will fly. kinda like halo.
Ranged units: same.
Buildings: the building will sink into the ground, and stay there, and not dissappear. how ever, the dust/dirt animation will keep on appearing back and forth.
****Hey guys, ive been looking into this an theres a way to
make your own, reviving hero!
Play around with armies and stuff, see what you can come up with. SCENARIO:
This is Aom Expert, signing off.
[This message has been edited by Aom Expert (edited 02-19-2008 @ 10:26 AM).]