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...
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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