# Load Animation for Unit Type
Grammar — Load animation animation for unit type unitType
Flags —Native
|Action
Loads an animation for a unit. Note: This is a specialized action that generally relates to storymode models. It allows a model to load an additional set of animations set up for it. If a model is not set up to have additional animations, this action will not work.
# Arguments
string
[ gamelink::Unit ] — Unit Typestring
[ filepath ] — Animation
Returns — void
native void UnitTypeAnimationLoad(
string inUnitType,
string animPath,
);
# Related
Category: Animation / Advanced
- [F] —
generichandle
[ animlengthquery ] — Last Animation Query — ( AnimLengthQueryLastCreated ) - [F] —
void
— Query Animation Length By Identifier — ( AnimLengthQueryByName ) - [F] —
void
— Query Animation Length By Props — ( AnimLengthQueryByProps ) - [F] —
void
— Wait for Animation Length Queries — ( AnimLengthQueryWait ) - [F] —
void
— Wait for Animation — ( AnimWait ) - [F] —
fixed
— Animation Length — ( AnimLengthSync ) - [F] —
fixed
— Animation Time Remaining — ( AnimLengthRemainingSync ) - [F] —
void
— Set Animation Time — ( libNtve_gf_SetAnimationTime ) - [F] —
void
— Set Animation Time Scale — ( libNtve_gf_SetAnimationTimeScale ) - [F] —
void
— Set Animation Completion — ( libNtve_gf_SetAnimationCompletion ) - [F] —
void
— Set Animation Duration — ( libNtve_gf_SetAnimationDuration ) - [F] —
void
— Load Model Animation — ( ModelAnimationLoad ) - [F] —
void
— Load Overriding Model Animation — ( ModelAnimationLoadOverriding ) - [F] —
void
— Unload Model Animation — ( ModelAnimationUnload ) - [F] —
void
— Load Animation for Unit Type — ( UnitTypeAnimationLoad ) - [F] —
void
— Load Overriding Animation for Unit Type — ( UnitTypeAnimationLoadOverriding ) - [F] —
void
— Unload Animation for Unit Type — ( UnitTypeAnimationUnload )
# Examples
# campaigns/liberty.sc2campaign
// L6714
UnitTypeAnimationLoad(UnitGetType(gf_ActorUnit(lp_actor)), lv_animNew)
// L6730
UnitTypeAnimationLoad(UnitGetType(gf_ActorUnit(lp_actorID)), "Assets\\StoryModeCharacters\\Terran\\SM_FirstOfficer_RequiredAnimsComplex\\SM_FirstOfficer_RequiredAnimsComplex.m3a")
// L7099
UnitTypeAnimationLoad(UnitGetType(gf_ActorUnit(ge_ActorID_ActorTychus)), "Assets\\StoryModeCharacters\\Terran\\SM_Marine01_ConversationAnims\\SM_Marine01_ConversationAnims.m3a")
// L19963
UnitTypeAnimationLoad("SMViking", "Assets\\StoryModeCharacters\\Terran\\SM_Viking_CharAnims\\SM_Viking_CharAnims.m3a")
// L19964
UnitTypeAnimationLoad("SMMutalisk", "Assets\\StoryModeCharacters\\Zerg\\SM_Mutalisk_CharAnims\\SM_Mutalisk_CharAnims.m3a")
// L19965
UnitTypeAnimationLoad("SMBanshee", "Assets\\StoryModeCharacters\\Terran\\SM_Banshee_CharAnims\\SM_Banshee_CharAnims.m3a")
// L19966
UnitTypeAnimationLoad("SMMarine03", "Assets\\StoryModeCharacters\\Terran\\SM_Marine03_CharAnims\\SM_Marine03_CharAnims.m3a")
// L6714
UnitTypeAnimationLoad(UnitGetType(gf_ActorUnit(lp_actor)), lv_animNew)
// L6730
UnitTypeAnimationLoad(UnitGetType(gf_ActorUnit(lp_actorID)), "Assets\\StoryModeCharacters\\Terran\\SM_FirstOfficer_RequiredAnimsComplex\\SM_FirstOfficer_RequiredAnimsComplex.m3a")
// L7099
UnitTypeAnimationLoad(UnitGetType(gf_ActorUnit(ge_ActorID_ActorTychus)), "Assets\\StoryModeCharacters\\Terran\\SM_Marine01_ConversationAnims\\SM_Marine01_ConversationAnims.m3a")
// L19963
UnitTypeAnimationLoad("SMViking", "Assets\\StoryModeCharacters\\Terran\\SM_Viking_CharAnims\\SM_Viking_CharAnims.m3a")
// L19964
UnitTypeAnimationLoad("SMMutalisk", "Assets\\StoryModeCharacters\\Zerg\\SM_Mutalisk_CharAnims\\SM_Mutalisk_CharAnims.m3a")
// L19965
UnitTypeAnimationLoad("SMBanshee", "Assets\\StoryModeCharacters\\Terran\\SM_Banshee_CharAnims\\SM_Banshee_CharAnims.m3a")
// L19966
UnitTypeAnimationLoad("SMMarine03", "Assets\\StoryModeCharacters\\Terran\\SM_Marine03_CharAnims\\SM_Marine03_CharAnims.m3a")