[General] how to get a unit to complete a spell cast?

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Level 5
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Jan 2, 2013
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some of the spells they cast with their animation and the trigger doesnt sit well with me. i made a trigger to detect begin casting and the triggers works seconds before their. like they can spam move while spaming their spell. if i trigger them finish casting, the trigger looks broken and behind

what im trying to say, is there a way to make a unit complete their animation then the spell takes effect right after.

i also tried tinkering with the animation cast point and backswing, but it wasnt what i was aiming for.

the instant casts arent really an issue, but the target unit or target point is giving me an issues to trigger with. i can spam the spell and spam stop and the trigger would activate
 
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Level 5
Joined
Jul 31, 2020
Messages
103
If you're using GUI, you should be using "Starts the effect of an ability" for spell triggers generally speaking (not in every situation, but in most). If you're scripting, it's EVENT_PLAYER_UNIT_SPELL_EFFECT.

If you're using it, and don't like the unit clipping its cast animation, then pushing the cast point further out will help with that issue.

If you're trying to make the "Stats - Casting Time" work in the ability tab of the object editor, it's not trivial to make an animation play during that "casting time" it's mentioning there. It's possible, however, I scripted a system for it for example.
 
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