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MDX Animation Retera

Stijn Herfst edited this page Sep 22, 2020 · 1 revision

Quoted from Retera on Discord:

The animation to choose should just be "stand" with Art - Require Animation Names (animProps in the slk) appended, then with a random chance to play other animations like Stand - 2 based on their Rarity value

Notably, Stand - 2 Alternate plays in non-alternate form, at least in game. The only way to get the game to recognize the animation is to name it Stand Alternate - 2 or Alternate Stand - 2

But Stand - 2 Alternate is broken and does not work. So, if you want to match the game as closely as possible, you should code it in a way that accomplishes that.

Examples of Alternate Stand as naming order are the Mountain King and the Goblin Alchemist. However, these animations are hidden in the World Editor's text-based previewer, because it hides any animation that is not named something starting with Stand, Walk, Birth, Death, Spell, Attack, Morph or a few others

This is also why the Goblin Alchemist's Monkey animation is not visible in the world editor. It's hidden because its name does not start with one of the correct terms -- but you can see it in magos

Other models have animations with names like ONHOLD or NOTUSED as a prefix to the name, and these are hidden to the in-game previewer

Other corner cases in that category include the Hippogryph Rider's "falling death" animation where she and the hippograph fall out of the sky and land on the ground

This one is hidden in game because it has no name, I guess just a space or a null character

Another import test case is the MalFurion model

most model viewers don't show it, but his Stand Ready animation has like 6 or 8 newline characters at the end of its name

Speaking of that, units that have Stand Ready and do not have Stand should play their Stand Ready in the editor

A good example of that would be the rooted night elf ancients, which need to play their Alternate animations despite not having the animProps unit data setting set to alternate, specifically because they have the Root ability ('Aro1' or'Aro2'I think, which inherit properties from the hidden ability'Aroo'`)

Also, a lot of models have Stand -1 instead of just Stand and it's not a random "rarity" animation, it's the base animation

Like how the Blue Dragonspawn model has it named Stand -Var1 because they were working on WoW at the same time or whatever

(Yes, there are bugs. It crashes the game to have a building with a nonexistant texture as its pathing map that is near to an AI player when they are plotting where to build a structure.)

There is a custom spell which changes the owner of the heroes in an area then 10 seconds later the heroes becomes the true owners'. What happens is that when that hero dies ( the one that has been "charmed") it gets removed from the game. Another information if that would be useful. Heroes have an Ankh item they die and respawn with ankh but die and gets removed totally ( Items are left behind). ( there is no trigger that removes a hero). Any thoughts?

Another note that I was not clear about is that some of the night elf ancients (Tree of Life, iirc) use a combination of stuff. I was thinking stand ready, but checking again the Tree of Life has Stand Alternate Upgrade First Second which needs to be distinguished from stand work alternate birth upgrade first second (which the editor doesn't need to render, since it's a Stand Work anim)

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