Well, there are no animations, so where would new ones come from? The angel doesn't have a takeoff or landing animation, so you either have to live with that, learn to create animations, or find some other workaround. I apologize if my words seem harsh; I'm just a bit on edge today, and I can't be bothered to find softer phrasing. Also, the terminology is incorrect here – "revenge animation" isn't an animation in this case, but rather an effect. You can attach this effect to the angel's animation, but the angel itself won't disappear. To make it look the way you described, you'd need an animation where the angel is hidden underground, but there isn't one, so you'll have to forget about that.
I came up with my own solution. It involved a knight with a sword (not a vampire). The unit teleports with a black flash. To achieve this, I created an effect and sped up the animation. He quickly raises his sword, a black spot covers it, and he teleports. The "strike from the sky" works the same way, but with even more extreme acceleration. He pauses on the enemy model for a split second, and then there's another black flash. To prevent the knight from simply walking out of the enemy, he teleports. This is a simple solution. You replaced the dragon's model and animations but didn't check the CharacterVisual.
I apologize if my question wasn't clear. In general, you've stated what I already know.
*) The clarification regarding the terms isn't entirely logical because, in the context of "using the Revenge Animation (falling sword)," the question is, "How do I get rid of the angel in that animation?" The word "animation" was used in different meanings. Sometimes it referred to the effect itself (animation - an animated effect/what should happen), and sometimes it referred to animation as a term.
Regarding the dragons, thank you. I'll take a look (at that). But the main question is whether it's possible to do something similar for other units that don't have it initially.
I do most of my animation and texture work through the Map Editor. This way, one map is responsible for all visual changes, except for the original textures, which, of course, need to be extracted/added from/to the "Data."
This means that Bone Dragons have two states/animation sets (Bone Dragon Arena and Bone Dragon Dead). But this only applies to units that are falling apart. Ancient Ents have a similar phenomenon. When any unit uses the rooting ability, the model of a Buried Ancient Ent appears. And while buried, it uses different animations. So, I was interested in the possibility of transitioning between animation sets and models (different unit states). Is it possible to implement this independently, or is it all hardcoded into the "game code" and not currently feasible?
Your idea with the knight might work. I'll need to review all the animations with disappearance or "broken" animations and add the effect from the spell I need. (I just remembered how I solved the problem with the "corpse underfoot." This is when you give the Phoenix Resurrection ability to a creature that has a corpse after death. This corpse continues to drag behind the creature. The solution was to take the effect from Gnome Dragons and add some effects – it doesn't look strange at all... "disappeared - resurrected." There's no corpse because it disappears.
*) The problem with the angels is only in the landing. You can create the flying animation, but for the attacks from the sky, if you want to make it look good and without workarounds, you'd need a separate animation set – without the angel model.
Added 14 minutes ago
[quote=fktifzobr@mail.ru
for some zombie, this line is recorded differently, without a reference to the model; this is needed for complex models that fall apart into pieces after death
and the rooting is hardcoded into the engine; only one creature can be rooted[/quote]
But I understand this is more of an answer to my question.
The ent burial is inaccessible, and we haven't figured out how to add something similar yet. :(
And the fact that Skeletons have it doesn't answer the question. Because it's only used for death animations (but I'll try to test something else).
Thank you for your answer.