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

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Level 11
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Oct 9, 2015
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721
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
 
Level 10
Joined
Feb 22, 2008
Messages
619
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)
 
Level 13
Joined
Jan 2, 2016
Messages
978
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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