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Data/Actors/Events
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==Example Usage== ===Birth & Death=== Using the event '''Unit Birth''', the event-source as the unit you want and the message '''Create''' you essentially connect the creation of an actor to a unit's birth. With the event '''Unit Death''' and the message '''Destroy''' you connect the destruction of an actor to the death of it's host (a unit). ===Manipulating Animations=== [[File:Cutscene Animation.png|left|thumb|121x121px]] Remember that the '''cutscene editor''' module will be your best friend for modifying animations. In this image on the left, the blue bar was right clicked, and offers access to the names of the animations. Usually an animation uses a name, but this mostly necessary for controlling them within the actor. For example, if the Marine uses the "Attack" (this is just the name) animation containing the "Cover" animation, we could wish to interrupt the "Attack" named animation to end the marine from animating its "Cover" animation. It is just wiser to use proper names to clearly identify what's to be aimed for. The Messages '''Animation Bracket Start''','''Animation Bracket Stop''', '''Animation Play''' and '''Animation Clear''' are the most common used here. Each Animation has to be declared under the '''Name''' field for future reference. '''Animation Properties''' is the actual animation-name you want to play on your actor based on the model used by the actor. '''Animation Play''' and '''Animation Clear''' only handle one animation, while '''Animation Bracket Start''' and '''Animation Bracket Stop''' are handling 3 animations, one '''Opening''' animation (that plays once), one '''Content''' animation that gets looped until the '''Animation Bracket Stop''' message executes the '''Closing''' animation once, bringing the animation-bracket to an end. * Be careful when using animations play/Bracket start simulteously with '''Model Swap''' actions. Even if the newest swapped model can execute the required animation, the process may cancel out the requested animation, ending it right away. It is however possible to start an animation off a model swap event as the trigger, but then remember that the animation will not scale with the proper event (such as a Morph Start event), unless the duration is manually set.<br /> ===Flying units and bankers=== Banking is a flight term that refers to the tilt of the airplane when it is turning. Of course, flying units in StarCraft II does not have any aerodynamic features, so they need to be simulated using "bankers".
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