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Detecting Projectile Attack

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Feb 15, 2005
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Alright, so I have asked this questiona long time ago, and was unable to come up with a solution, I had to resort to a very unstable / inaccurate alternative. But I posted that in the maps section. I thought that maybe all you spell makers out there might have some better ideas / input. I am updating my Beam Ball map, and am trying to figure out a way to make the "Hurl" ability more accurate in terms of when the ball actually leaves the player's possestion and enters the air. The trouble is, I don't know of any condition along the lines of "finishes an attack". The 2 events that are available are, "is attacked" and "takes damage" neither of which take place at the time I need. I need to find out the exact moment a projectile is launched into the air... OR If I can figure out a way to order a unit to only atack ONCE and then stop without the use of waits. My goal is to accomplish this without th use of waits.

As it is, I am using waits to determine when the ball leaves the players hands and enters the air, but with waits, there is always a margin of error. When a player is killed while they are throwing the ball, sometimes the ball looks like it has been thrown, but in reality, it never leaves their hands, because I can't get an exact "wait time" for the time it takes to execute an attack. This is because of the inaccuracy of "wait" periods.

Does anyone have any suggestions? Right now, I am trying something with dummy units, but am running into similar problems. any input would be helpful.
 
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