- Joined
- Nov 3, 2013
- Messages
- 989
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Recall Start
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Events
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Unit - A unit Starts the effect of an ability
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Unit - A unit Stops casting an ability
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Unit - A unit Finishes casting an ability
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Conditions
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(Ability being cast) Equal to Recall
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current order of (Triggering unit)) Equal to (Order(channel))
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Then - Actions
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Game - Display to (All players) the text: Channeling recall.
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Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
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Set recall_specialEffect[0] = (Last created special effect)
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Else - Actions
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Game - Display to (All players) the text: Not channeling reca...
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Special Effect - Destroy recall_specialEffect[0]
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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.
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