Hm, what dummy unit are you using, because some units have a longer "casting" animation, you can set the casting animation delay to 0, its under the unit tab. Other than that, try to increase the expiration timer's time. What else...? eh... Try a simple trigger where after a certain amount of elapsed time it will be ordered to cast the spell. Might have to do with how you refer to you dummy target.
Edit: Aha, ok, so apparently, even though you change the order string, it remains as the base order string, very odd, maybe has to do with NewGen? Can anyone confirm this pls, or explain why it isn't working with: changing base order string
I don't know, anyway, here is a working spell for you.
And, if you dont wanna open it, here's a sneakpeak
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DummySpell
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Spear Frenzy
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Actions
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Set pCaster = (Position of (Triggering unit))
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Set uCaster = (Triggering unit)
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Unit - Create 1 Dummy {Caster} for (Owner of uCaster) at pCaster facing (Position of uCaster)
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Set uDummy = (Last created unit)
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Unit - Add Dummy Spell [A001] to uDummy
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Unit - Set level of Dummy Spell [A001] for uDummy to (Level of Spear Frenzy for uCaster)
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Unit - Order uDummy to Undead Necromancer - Cripple uCaster
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Unit - Remove uDummy from the game
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Custom script: call RemoveLocation(udg_pCaster)
What makes you able to remove the unit directly after ordering it to cast? Easy: Art - Animation - Cast Backswing = 0!
This makes the unit ignore the spell animation and casts it directly, perfect for a dummy!
I based the dummy caster's spell on Undead Cripple, and used Channel as base spell for the hero,
the reason why I didn't use Channel for the dummy is because, well, I don't know how to apply a buff to it. EVEN IF I apply a buff to it, it doesn't appear. Anyone want to explain this phenomena, or should I just search forum/google? XD