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[General] Why triggered animations fail when using "Channel" as base ability ?

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Why triggered animations fail when using "Channel" as base ability ?

I've set it to play an triggered animation when unit finishes casting the ability but it just stands there!

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Ability being cast) Equal to Fire Ball
    • Then - Actions
      • Set FireBallCaster[(Integer A)] = (Triggering unit)
      • Set AnimationSpeed[(Integer A)] = 1.00
      • Custom script: call SetUnitTimeScale(udg_FireBallCaster[GetForLoopIndexA()], udg_AnimationSpeed[GetForLoopIndexA()])
      • Custom script: call SetUnitAnimationByIndex(udg_FireBallCaster[GetForLoopIndexA()], 118)
    • Else - Actions
 
Are you using the Event Finishes casting an ability when it should be Begins channeling an ability?

Or could it be that when a unit finishes channeling an ability they are ordered to do their stand animation by default, overlapping your command? (In which case putting a delay in your triggers may solve your problem)
 
Okay... 1-st why the hell are you doing the loop this way?
Can't you just set "TempUnit" variable to the triggering unit, and then loop from 1 to who knows what and just "Queue Animation"
2-nd: (I'm not sure about this one, but) doesn't "Set AnimationSpeed = 1" set the animation speed to 1%? Try setting it to 100.
 
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