2 Questions

Prometheus

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1. I have a spell thats triggered and I got my hero to sop casting the spell but I need to know if there is a way to just stop a trigger. If I turn it off and then back on it finishes.

2. I have a unit with the preist model and I want him to use his stand 4 animation and stay like that untill the spell is done. I'm guessing I would use the stand animation name and then channel but I don't know the name. I tried what it said when I placed it on the map and cycled through it's animations which is stand - 4 but that didn't work.
 
#2: there is no way to make your unit do the stand-4 animation. I've asked this myself. Don't know why Its like that. :nuts:
 
1. there is always General - Skip remaining actions i guess.
2. afaik there is no way to change to stand 4. the thing is that you can only specify an animation tag such as stand, walk etc.
the game then chooses manually and there's nothing you can do to change it. the only way is renaming the animation.
 
1. If you turn off a trigger, it will run until the end of it's actions, so you need to use it along with "Skip Remaining Actions".

2. You need to use JASS natives to play any animation that is "special". To do this, you would need to use custom script and write in
Code:
Custom Script: call SetUnitAnimationByIndex(udg_YourUnitVar, integer)
For udg_YourUnitVar, set the unit you want to change the animation of in a variable, then replace that with your variable, with a "udg_" in front. Replace "integer" with an integer, and that will define which animation to play. Each unit's animation indexes are different, so you will need to try several times before getting the right one. Start with zero.

Edit: Dang, it took me five minutes to type that?
 
#1: clarify. If I get what youre saying, you tell the hero to stop channeling. but the trigger doesnt stop?

If I am correct with my interpretation, then make a seperate trigger like this:

Code:
events-
a unit stops casting an ability

conditions-
ability being stopped = (your ability)

actions-
set stop=true

then, in your trigger for the main spell, put this action in when you should stop it:

Code:
if stop = true then do skip remaining actions

hope this helped :D
 
wonderpriest said:
Code:
Custom Script: call SetUnitAnimationByIndex(udg_YourUnitVar, integer)

If I wanted it to stay in the position I would do...
Code:
Custom Script: call SetUnitAnimationByIndex(udg_Enegizer, channel, integer)
 
no, if i understood correctly you'd have to test
call SetUnitAnimationByIndex(udg_Enegizer, 0)
call SetUnitAnimationByIndex(udg_Enegizer, 1)
call SetUnitAnimationByIndex(udg_Enegizer, 2)
etc.
 
okay, thanks

Edit: Doesn't work, it gives me the error "Expected A Name".
 
are you sure udg_Enegizer exists? expected a name usually means wrong function/variable name.
 
I fixed it by setting the Enegizer to a local and useing that, odd.
 
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