Staredit Network > Forums > Modding Assistance > Topic: Making attaking buildings
Making attaking buildings
Mar 10 2009, 2:18 pm
By: Yawgmoth  

Mar 15 2009, 8:54 pm Yawgmoth Post #21



Quote from ShadowFlare
If you don't have a goto after an animation, then when it reaches the end of it, it will just continue on to the code you have directly below it. In this case, it was continuing on to the death animation you have there, which I'm sure isn't what you want. Remember, unless you specifically want it to continue further down in the code, you need a goto. Nearly everything eventually needs to reach a goto, unless it is an end command to end the animation (like the death animation). ;)

I don't know if I should or should not sometime rename gotorepeatattk. Many people don't realize at first that they still need a goto after it, that it is not a replacement for a goto. I should probably at least add an additional note on it sometime in the opcode list.

It is probably a good idea to use another unit's iscript as a reference whenever you are adding a new animation, to see what you might need in the animation and to see if you might need any additional animations to go with it.

Yeah, the confusion came when I copied the script, because there is a bunch of scripts that have the "ignorerest" and then immediatly passes to the next animation without a "goto". I never noticed that the next animation was, in almost all cases, the GndAttkToIdle. So i've used the Sunken Colony's attack animation, which includes a goto to the IsWorking animation, so I guess that's the optimal procedure for Zerg attacking buildings (the Overmind, in this case). For Protoss, a goto to a Local00 animation that loops with the "wait 125" will do.

Thank you all for your aclarations in this matter. I think this is definitely solved.





Post has been edited 1 time(s), last time on Mar 15 2009, 9:50 pm by Yawgmoth.



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