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[Solved] what defines the angle for turning to cast a spell?

Level 25
Joined
Mar 29, 2020
Messages
1,466
Hey there,

I have a spell I based on channel, and the whole spell is scripted (C#).

I found that when it is recast on targets where the unit does not need to reposition in order to recast, it will fluidly continue the model's channeling animation even though it has been recast.

for me this makes my spell (which has started the cast from the top of the sequence) no longer synchronized with the model animation (which is continuing from the last cast).

my question is - what determines the angle range in front of the unit so that the cast location is still considered in front of the unit (so it does not need to turn, which would disrupt the order and restart the channel animation)? is this an alterable/detectable range?

p.s. I would much rather change this than add in my own disruption between orders, since in general I am interested in the animation fluidity, I just want to be able to work with this...
 
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Level 25
Joined
Mar 29, 2020
Messages
1,466
although my unit's prop window is 61, it is still turning for casts that are facing much less degrees than that (or half of that) away.

it seems like this old thread has the real answer:Spell-Cast Window in the prophecies of @Ezekiel12

"Propulsion Window is not related to attacking or spellcasting but to running. It determines at which angle difference to the target point a unit starts running (if running is required to fulfil the command). 180° means the unit will right start to run and 0° means it will never run, so disabling its movement. Therefore most units have a propWin of ~60°."

"The (spellcasting) angle is about 11.5°, hardcoded and applies also to attacking"

good old hardcoding blizzard.
 
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