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[Trigger] Charge Animation

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I'm in troube with walk animation while the hero is charging. The problem is that the hero doesn't play the animation.
Charge
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Charge
  • Actions
    • Set BW_C_Index[2] = (BW_C_Index[2] + 1)
    • Set BW_C_Caster[BW_C_Index[2]] = (Casting unit)
    • Set BW_C_Target[BW_C_Index[2]] = (Target unit of ability being cast)
    • Set BW_C_Leak = (Position of BW_C_Caster[BW_C_Index[2]])
    • Set BW_C_Leak2 = (Position of BW_C_Target[BW_C_Index[2]])
    • Set BW_C_Angle[BW_C_Index[2]] = (Angle from BW_C_Leak to BW_C_Leak2)
    • Unit - Pause BW_C_Caster[BW_C_Index[2]]
    • Animation - Change BW_C_Caster[BW_C_Index[2]]'s animation speed to 150.00% of its original speed
    • Animation - Play BW_C_Caster[BW_C_Index[2]]'s Walk animation
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • BW_C_Index[2] Equal to 1
      • Then - Actions
        • Trigger - Turn on Charge Periodic <gen>
      • Else - Actions

Charge Periodic
  • Events
    • Time - Every 0.03 seconds of game time
  • Conditions
  • Actions
    • For each (Integer BW_C_Index[1]) from 1 to BW_C_Index[2], do (Actions)
      • Loop - Actions
        • Set BW_C_Leak = (Position of BW_C_Caster[BW_C_Index[1]])
        • Set BW_C_Leak2 = (Position of BW_C_Target[BW_C_Index[1]])
        • Set BW_C_Distance = (Distance between BW_C_Leak and BW_C_Leak2)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • BW_C_Distance Greater than or equal to 150.00
          • Then - Actions
            • Set BW_C_Distance = ((Distance between BW_C_Leak and BW_C_Leak2) / 15.00)
            • Set BW_C_Leak = ((Position of BW_C_Caster[BW_C_Index[1]]) offset by BW_C_Distance towards BW_C_Angle[BW_C_Index[1]] degrees)
            • Unit - Move BW_C_Caster[BW_C_Index[1]] instantly to BW_C_Leak, facing BW_C_Angle[BW_C_Index[1]] degrees
          • Else - Actions
            • Animation - Change BW_C_Caster[BW_C_Index[1]]'s animation speed to 100.00% of its original speed
            • Animation - Reset BW_C_Caster[BW_C_Index[1]]'s animation
            • Unit - Unpause BW_C_Caster[BW_C_Index[1]]
            • Set BW_C_Caster[BW_C_Index[1]] = BW_C_Caster[BW_C_Index[2]]
            • Set BW_C_Target[BW_C_Index[1]] = BW_C_Target[BW_C_Index[2]]
            • Set BW_C_Leak = (Position of BW_C_Caster[BW_C_Index[2]])
            • Set BW_C_Leak2 = (Position of BW_C_Target[BW_C_Index[2]])
            • Set BW_C_Angle[BW_C_Index[1]] = (Angle from BW_C_Leak to BW_C_Leak2)
            • Set BW_C_Index[2] = (BW_C_Index[2] - 1)
        • Custom script: call RemoveLocation(udg_BW_C_Leak)
        • Custom script: call RemoveLocation(udg_BW_C_Leak2)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • BW_C_Index[2] Equal to 0
      • Then - Actions
        • Trigger - Turn off (This trigger)
      • Else - Actions

 
Try

  • Custom script: call SetUnitAnimationByIndex(udg_BW_C_Caster[BW_C_Index[2]] , index)
Replace that index with an integer, try values from 0->. Eventually you'll find the walk animation index.

If you have based the ability on Channel, set the follow through time so that it lasts for the charge's duration.

1. I get an error "Expected name" ..
2. The spell is based on Channel and has 1 sec and requests animation "Stand"
 
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