#No animations
1 messages · Page 1 of 1 (latest)
paste kv of this units
"npc_dota_hell_throne_hand1"
{
"BaseClass" "npc_dota_creature"
"Model" "models/items/world/towers/dire_tower_2021/dire_tower_2021.vmdl"
"Level" "1"
"ModelScale" "1"
"Ability1" ""
"Ability2" ""
"Ability3" ""
"Ability4" ""
"Ability5" ""
"Ability6" ""
"Ability7" ""
"Ability8" ""
"ArmorPhysical" "0"
"MagicalResistance" "50"
"AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
"AttackDamageMin" "40"
"AttackDamageMax" "50"
"BaseAttackSpeed" "110"
"AttackRate" "0.9"
"AttackAnimationPoint" "0.6"
"AttackAcquisitionRange" "800"
"AttackRange" "800"
"ProjectileModel" "particles/base_attacks/ranged_tower_bad.vpcf"
"ProjectileSpeed" "750"
"BoundsHullName" "DOTA_HULL_SIZE_TOWER"
"ProjectileCollisionSize" "50"
"RingRadius" "130"
"HealthBarOffset" "260"
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_NONE"
"MovementSpeed" "0"
"StatusHealth" "100"
"StatusHealthRegen" "0"
"StatusMana" "1"
"StatusManaRegen" "1000"
"TeamName" "DOTA_TEAM_GOODGUYS"
"UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"
"VisionDaytimeRange" "800"
"VisionNighttimeRange" "800"
}
And the second one is same but
"npc_dota_hell_throne_hand2"
{
"Model" "models/items/world/towers/dire_tower_2021/dire_tower_2021_right.vmdl"
}
DOTA_UNIT_CAP_MOVE_NONE change to ground that might problem
and for dire_tower_2021 animations name are different then normal model and you maybe need animate it manually
I tried this, but didn't see any changes for either model. However, if I set another model, for example models/creeps/neutral_creeps/n_creep_troll_skeleton/n_creep_skeleton_melee.vmdl, the animations will play even with DOTA_UNIT_CAP_MOVE_NONE
And this is mainly with towers. Their models don't need to be precached in any special way, do they?
check animation block in modeldoc for neutral and tower and you can see difference, up dont need something more for tower model