- Joined
- Jul 31, 2020
- Messages
- 103
Hi.
Keeping it short: Channel-based (ANcl) ability, Follow Through Time is set properly. But since there's a requirement for using it, it gets canceled at EVENT_PLAYER_UNIT_SPELL_CAST if the requirement is not met. This is done by ordering the unit to "stop" and that's all. This causes the ability's animation to loop indefinitely, disregarding its Follow Through Time setting. I guess this is accidentally sort of a newsflash for some people if they were looking to do this sort of thing.
Anyway, SetUnitAnimation, ResetUnitAnimation, QueueUnitAnimation have no effect. Changing the unit's facing (slightly, so it's not noticeable) has no effect. Changing the unit's location has no effect. Making the unit move does solve it because it forces it into its "move" animation instead, but this isn't really a solution.
Side information here is that this state does not prevent the unit from, for example, auto-engaging enemy units in range as its order is "stop". It's just playing the animation forever.
Keeping it short: Channel-based (ANcl) ability, Follow Through Time is set properly. But since there's a requirement for using it, it gets canceled at EVENT_PLAYER_UNIT_SPELL_CAST if the requirement is not met. This is done by ordering the unit to "stop" and that's all. This causes the ability's animation to loop indefinitely, disregarding its Follow Through Time setting. I guess this is accidentally sort of a newsflash for some people if they were looking to do this sort of thing.
Anyway, SetUnitAnimation, ResetUnitAnimation, QueueUnitAnimation have no effect. Changing the unit's facing (slightly, so it's not noticeable) has no effect. Changing the unit's location has no effect. Making the unit move does solve it because it forces it into its "move" animation instead, but this isn't really a solution.
Side information here is that this state does not prevent the unit from, for example, auto-engaging enemy units in range as its order is "stop". It's just playing the animation forever.