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- Sep 3, 2009
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- 458
Adding Triggered Animation When Using Channel Ability
So I have always wanted to this kind of thing. I did once accidentally but failed to replicate it. But because of a good friend, Adiktuz, I finally made it work.
Firstly . . .
As all of us map makers know, the channel ability is so useful, because of all it's given features. Of practically being any ability you'd ever want it to be. But then I had this problem as I ventured into this ability.
The Problem . . .
Basically as channel is too good to be true(nah!) I found out that you can't put a custom tiggered animation with channel. For example when you cast channel, then trigger an animation it will have a small transition with the basic anim and triggered anim.
Also even if you put follow through time zero there is still the small transition in which is very ugly.
The Solution
1. Setting Up Channel
First, you need to set these values on the channel ability:
1.Data - Art Duration - 0.00 (Dunno what it does but meh better safe than sorry)
2.Data - Disable Other Abilities - false(You won't want to do this
3.Data - Follow Through Time - 0.00(Well basically but it doesn't matter really just better set it to 0)
4.Data - Options - Visible(Makes the ability show up in the command card)
5.Data - Target Type - [insert what you want here] (It doesn't matter what you put, the triggered animation will run perfectly whether target unit, target point, no target)
Guide Image
2. Setting Up The Units
Second you need to set this to any unit that might use channel:
1. Art - Animation - Cast Point - 0.00
Remember to do this to any and all units that might use channel. This is basically the thing that let's the triggered animation run smoothly.
Guide Image
NOTE: By doing this other abilities that this unit uses, besides channel, will be affected.
3. Triggering The Animation
Now all the last part to be done is to trigger the animation. Well before you go rushing to the close button on your tab, there's a little trick so that the animation will work.
When you animate, you need to do these actions in sequence:
When Spell Is Cast >> PAUSE UNIT >> PLAY ANIM >> UNPAUSE UNIT
GUI EXAMPLE
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Animation
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Channel
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Actions
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Unit - Pause (Triggering unit)
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Animation - Play (Triggering unit)'s attack animation
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Unit - Unpause (Triggering unit)
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3. Enjoyment and Other Notes
Once that is done enjoy all the possibilities. Although remember that since the Cast Point set to 0, all abilities that your unit will be using will be affected. I don't know what'll happen though, I will test later. Also Channeling won't work as you have seen in the trigger, it will pause the unit, basically cancelling the ability. But none the less , use it in your discretion.
Special thanks to Adiktuz for giving me an answer that lead me to the answer.
Thanks For Reading
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