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[Unsolved] Forcing Zealots to complete their attack animation

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Hi, I'm working with a friend on creating a mod - we've been trying to figure out how to force the Zealot to complete his attack animation before being able to move, similarly to how they acted in BW. In SC2 if you attack a target with a Zealot, you can instantly issue a move command without the animation completing. Neither of us are experienced with the editor so forgive me if this is a very simple problem.

We've tried changing the damage point, the random attack delay, the period values of his attacks but we can't get it to act how we want it to..
 

Dr Super Good

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Not possible since animations are not part of the deterministic state. They are part of the actor sub system which is run entirely locally. It makes no guarantees that anything is done, with animations possibly being skipped entirely if performance is an issue.

What should happen anyway is that the attack is interrupted if you move it so only the first of the 2 hits the Zealot makes lands. A persistent effect controls the number of hits a zealot makes and I do believe it is channelling so that they are interrupted if the zealot ever moves.

StarCraft I was not the most well written game. I would not be surprised if they had the animation frame as part of the deterministic state (which was fine at the time of single threading sprite graphics but is not acceptable with modern day multi-threaded vector graphics).
 
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Thanks a lot for explaining.

If I may ask a another question: when the Ghost uses his nuke calldown he is immobile for sometime unless given a cancel action, and he can be issued a move command that he will follow after he's finished channeling. Is it possible to add this behavior to the Zealot's attack? This is kind of a hacky solution to what I had in mind.
 
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