- Joined
- Nov 3, 2013
- Messages
- 989
-
Recall Start
-

Events
-


Unit - A unit Starts the effect of an ability
-


Unit - A unit Stops casting an ability
-


Unit - A unit Finishes casting an ability
-
-

Conditions
-


(Ability being cast) Equal to Recall
-
-

Actions
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Current order of (Triggering unit)) Equal to (Order(channel))
-
-



Then - Actions
-




Game - Display to (All players) the text: Channeling recall.
-




Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
-




Set recall_specialEffect[0] = (Last created special effect)
-
-



Else - Actions
-




Game - Display to (All players) the text: Not channeling reca...
-




Special Effect - Destroy recall_specialEffect[0]
-
-
-
-
EVENT_PLAYER_UNIT_SPELL_EFFECT & EVENT_PLAYER_UNIT_SPELL_FINISH by checking whether the unit's current order is still to channel (It's a dummy ability based of channel.) However, EVENT_PLAYER_UNIT_SPELL_ENDCAST (the event that happens if the unit is interrupted, moves, etc.) still show that the unit is channeling.Now, I think that "stop casting"/
_ENDCAST event happens before "finishes casting"/_FINISH, so that might affect how I'll make the actions. (edit: Actually, it doesn't. so I don't have to care about that part. As long as 'finish' happens, 'endcast' won't occur.)Anyway, I want to be able to tell whether the casting begun or ended, and I want to be able to tell whether the channel was successful or not.
Last edited:






