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[Spell] How to make chanel based abilities not drop target unit?

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Chanel based abilities often drop target and stop chase if target unit run just a little far (even target unit still on sight), not like other skill (example: Storm Bolt) it will chasing target to death.

So is there any option of chanel can fix that?

2021-01-31_034506.png
 
Never experienced that before, but maybe I just never noticed it. Try messing around with the Options.

One thing, probably unrelated, you should set "Disable Other Abilities" to False most of the time, especially if your Follow Through Time is 0.00 seconds. That pauses the unit which isn't necessary and causes unwanted problems.
 
Never experienced that before, but maybe I just never noticed it. Try messing around with the Options.

One thing, probably unrelated, you should set "Disable Other Abilities" to False most of the time, especially if your Follow Through Time is 0.00 seconds. That pauses the unit which isn't necessary and causes unwanted problems.
It's happen when Hero come close enough and start the spell animation, and meanwhile the unit target still run away, and Hero stop and just stand right there, not continue to chase.
 
Why would he continue to chase? Unless I'm misunderstanding.

Anyway, some random things about Channel that may be related:

Channel doesn't use Art - Animation - Cast Point, meaning it automatically "animation cancels" your unit after casting the ability. This is because it's meant to be a CHANNELED ability which works differently.

It's actually rather annoying and I wish they'd add an option to change this behavior. Or you know, just allow us to change the Base Order Id of any ability.

Also, it probably doesn't use Target Motion Allowance either. That's a value found in the Gameplay Constants which allows your unit to continue casting an ability even if the target leaves the maximum cast range, up to a certain amount.

So if you start casting a 600 range Storm Bolt and you have a Target Motion Allowance of 300, the caster will play it's cast animation, and after that finishes it will check if the target is still within 900 (600+300) range. If it's still in range then the ability fires successfully, otherwise it cancels the ability.
 
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