Difference between revisions of "IceCC Animations"
(Created page with '===Init=== Initialization: This is played when the unit is created. ===Death=== This is played when the unit is killed (not when it is removed). ===GndAttkInit=== Ground Attack…') |
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Latest revision as of 23:32, 20 March 2015
Contents
- 1 Init
- 2 Death
- 3 GndAttkInit
- 4 AirAttkInit
- 5 Unused1
- 6 GndAttkRpt
- 7 AirAttkRpt
- 8 CastSpell
- 9 GndAttkToIdle
- 10 AirAttkToIdle
- 11 Unused2
- 12 Walking
- 13 WalkingToIdle
- 14 SpecialState1
- 15 SpecialState2
- 16 AlmostBuilt
- 17 Built
- 18 Landing
- 19 LiftOff
- 20 IsWorking
- 21 WorkingToIdle
- 22 WarpIn
- 23 Unused3
- 24 StarEditInit
- 25 Disable
- 26 Burrow
- 27 UnBurrow
- 28 Enable
Init
Initialization: This is played when the unit is created.
Death
This is played when the unit is killed (not when it is removed).
GndAttkInit
Ground Attack Initialization: This is played when the image begins to attack a ground unit.
AirAttkInit
Air Attack Initialization: Exactly the same as GndAttkInit, with the exception that it applies to air units.
Unused1
Unknown/unused.
GndAttkRpt
Ground Attack Repeat: This is played when the units cooldown has completed, the gotorepeatattk opcode has been called, and the unit is still attacking. This applies only to ground attacks.
AirAttkRpt
Air Attack Repeat: Exactly the same as GndAttkRpt, with the exception that it applies to air units.
CastSpell
This is played when a spell is cast.
GndAttkToIdle
Ground Attack to Idle: This is played when a unit returns to an idle state after a ground attack.
AirAttkToIdle
Air Attack to Idle: Exactly the same as GndAttkToIdle, with the exception that it applies to air units.
Unused2
Unknown/unused.
Walking
This is played when the unit moves.
WalkingToIdle
This is played when the unit stops moving.
SpecialState1
This is some sort of category of special animations. In some cases it acts as an in-transit animation, it is sometimes used for special orders, it sometimes has to do with the animation when something finishes morphing, or the first stage of a construction animation
SpecialState2
This is some sort of category of special animations. In some cases it acts as a burrowed animation, it is sometimes used for special orders, it sometimes has to do with the animation when canceling a morph, or the second stage of a construction animation
AlmostBuilt
This is played at one part of the build animation.
Built
This is played when the unit is built.
Landing
This is played when a flying building lands.
LiftOff
This is played when a flying building lifts-off.
IsWorking
This is played when the unit is researching an upgrade or technology, or training or building units. This is also used for some other animations for some sort of work being done
WorkingToIdle
This is played when the task being performed for IsWorking returns to idle state.
WarpIn
This is played when a unit or building warps-in.
Unused3
Unknown/unused.
StarEditInit
Previously was incorrectly called InitTurret. This is actually an alternate initialization animation that is played when the unit is created in the campaign editor.
Disable
This is played when the unit becomes disabled, either through the "Set Doodad State" trigger action or by not being in the psi field of any pylons.
Burrow
This is played when the unit burrows.
UnBurrow
This is played when the unit unburrows.
Enable
This is played when the unit becomes enabled, either through the "Set Doodad State" trigger action or by being in the psi field of any pylons.