Open Joshua-Leibold opened 8 months ago
The turret shake animation is the attack animation. I managed to somehow break it as well. The Tank did not play the attack animation for a few shots until the weapon stopped firing.
The tank has 2 events to start the attack's animation. The tank has 2 weapons. I guess that the fake weapon stops the animation in some scenario. Maybe you need to move sideways between shots and go back to attacking again before the real weapon's cooldown ends.
I assume it is fixable via hardcoding the attack animation bracket to the real weapon instead of *
(any).
With this fix, the attack animation is always playing. I replaced the *
with the real weapon and removed the bracket starting event that was added by Blizzard.
<CActorUnit id="SiegeTank">
<On index="65" Terms="WeaponStart.90mmCannons.AttackStart"/>
<On index="66" Terms="WeaponStart.90mmCannons.AttackStart; AnimPlaying Birth"/>
<On index="67" Terms="WeaponStop.90mmCannons.AttackStop"/>
<On index="72" removed="1"/>
</CActorUnit>
https://i.gyazo.com/b06d631fcb98cfd193aa9b55261e2a27.mp4
Don't quote me on it but I think it only happens when the Siege tank is not facing the target