I hope the title is clear enough.
Many advance hero arena players usually cancel the backswing animation to save time and for better maneuver, but I feel this technique very annoying. You may hear terms like orb walking, shift queue... they just create a unnecessary gap between veteran and newbie.
I need a system to force a unit to finish its backswing animation after it passed cast point/damage point. A unit must play its whole backswing animation even if the player issue a command during the animation or there is a command in the shift queue.
Player are only able to cancel the unit action by issue a different command before the casting/damage point. After that point, backswing animation can only be interupted by disable or death...
Many advance hero arena players usually cancel the backswing animation to save time and for better maneuver, but I feel this technique very annoying. You may hear terms like orb walking, shift queue... they just create a unnecessary gap between veteran and newbie.
I need a system to force a unit to finish its backswing animation after it passed cast point/damage point. A unit must play its whole backswing animation even if the player issue a command during the animation or there is a command in the shift queue.
Player are only able to cancel the unit action by issue a different command before the casting/damage point. After that point, backswing animation can only be interupted by disable or death...