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Unit + Attachment point

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Yes you can, still attached unit will be resized to unit scale (even if you resize unit with triggers).

Dunno will it work differently for abilities!
 

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Move unit trigger will fail because it can destroy commands.
Special effect will fail, they can't attack.
Missile systems are usually 2 complicated and not good choice for something like this.

Now let's check object editor, is there any ability that can move with hero and actually attack at same time?

My answer will be phoenix fire!
Use levels to:
-Create custom cooldown (attack speed)
-Create custom damage (damage)
-Create custom distance (attack range)

We will still have problems like, damage type, missile effect (in case hero pick orb for example and change his normal missile projectile, if this 2 need to be same), triggers efficiency, and ability (Phoenix fire is really troublesome ability, you can edit it or copy but I'm not sure will you will be able to multiply it and use all of them).

So this is the best solution so far, your move!
 
Level 17
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Jan 21, 2010
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so, the 'unit - move unit instantly to point' will cancle the order, and 'call setunit y' and 'call setunit x' willn't cancle the order?
Can you make a simple trigger of knockback that use the set unit x and y?
And please in test map
(hope this is not count as off topic)
 
Level 20
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Jul 6, 2009
Messages
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i do have an idea, i could do a periodic event for attack speed, create a new unit at a certain point, and then issue 1 attack on ground where your aiming, then remove the unit and go again.

Why would you recreate a unit instead of just moving it? <_>

EDIT:
@rysnt11
Why do you need testmap? This should be enough to understand.
JASS:
    local unit u = YourUnit
    local real x = GetUnitX(u) + distance * Cos(angle)  //Angle must be in radians
    local real y = GetUnitY(u) + distance * Sin(angle)  //or you can put in degrees but multiply it with bj_DEGTORAD
    call SetUnitX(u,x)
    call SetUnitY(u,y)
If you want it in GUI,just put these in custom scripts.
 
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