Uncle
Warcraft Moderator
- Joined
- Aug 10, 2018
- Messages
- 7,860
So i'm using a "special" method to get around having to use Cast Backswing/Cast Point for Cast Animations. Instead, I set cast backswing/point to 0 and use Casting Time to mimic their effects. This will make a Unit play it's full Spell animation (or any animation you set) over the Casting Time when using an Ability. This works great for some units but doesn't work at all for others and that's the problem.
Example:
I set the Paladin's Cast Backswing and Cast Point to 0.00. This makes him cast his abilities instantly (The unit still Stops).
Then I add a Casting Time of 0.40 seconds to all of his abilities. This has a few interesting effects:
1) This makes the Paladin play his entire Spell animation over the 0.40 second Casting Time.
2) This allows me to give every Ability it's own unique Casting Time. Much better than having to rely on the static Cast Backswing/Point fields.
3) This gets rid of the need for Animation-cancelling after you cast a spell since the animation will have already finished.
Unfortunately, this method doesn't work for every Hero/Unit. After testing the Human heroes I found that the Paladin and Archmage can use this method but the Mountain King and Blood Mage cannot. For whatever reason (I assume it's a Model issue) MK/BM refuse to play an Animation no matter what I set it to.
Notes:
1) I tried using different Animation Names but it didn't make a difference.
2) I made sure that I tested this using the same exact unit so it shouldn't have anything to do with the Object Editor.
Any ideas? I'm almost certain it has to do with the Models themselves.
EDIT: Read my latest comment.
Example:
I set the Paladin's Cast Backswing and Cast Point to 0.00. This makes him cast his abilities instantly (The unit still Stops).
Then I add a Casting Time of 0.40 seconds to all of his abilities. This has a few interesting effects:
1) This makes the Paladin play his entire Spell animation over the 0.40 second Casting Time.
2) This allows me to give every Ability it's own unique Casting Time. Much better than having to rely on the static Cast Backswing/Point fields.
3) This gets rid of the need for Animation-cancelling after you cast a spell since the animation will have already finished.
Unfortunately, this method doesn't work for every Hero/Unit. After testing the Human heroes I found that the Paladin and Archmage can use this method but the Mountain King and Blood Mage cannot. For whatever reason (I assume it's a Model issue) MK/BM refuse to play an Animation no matter what I set it to.
Notes:
1) I tried using different Animation Names but it didn't make a difference.
2) I made sure that I tested this using the same exact unit so it shouldn't have anything to do with the Object Editor.
Any ideas? I'm almost certain it has to do with the Models themselves.
EDIT: Read my latest comment.
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