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[Spell] Spell Animations In Triggers

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Level 11
Joined
Aug 6, 2009
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697
Hello, I am having an issue where the animation of a unit is not being activated. I believe it's because the object editor spells always play an animation regardless if there is an animation in the "Art - Animation Names" category.

  • Untitled Trigger 002
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Channel
    • Actions
      • Custom script: call SetUnitAnimationByIndex(udg_UST_Caster[udg_UST_Index], 16)

My assumption is that as soon as the spell is detected the trigger's animation fires first and then the spell overwrites it and plays the spell animation instead. I tried adding the name of the animation (Spell Channel 2) to the "Art - Animation Names" category but it still doesn't use that animation. Instead, the caster uses the stand animation.

Is there anyway to fix this problem whether it's with triggers or in the object editor? I know if I delay the animation call by even a millisecond the "SetUnitAnimationByIndex" will work. However, I don't want to add a short 0.03 timer to a loop just to make it happen in an instant spell.
 
Level 39
Joined
Feb 27, 2007
Messages
4,992
For what it's worth with non-channel abilities you need to make each part of the animation a separate string in the animation names field. Instead of putting "spell channel 2" or "spell,channel,2" you need it to be 3 separate entries in the right order:

spell
channel
2
 
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