Channel base spell interrupting animations

Darius34

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I trigger spells quite a bit, and most of the time I base them off Channel. I noticed something weird: sometimes, units don't play their full cast animations when casting Channel-based spells. The animation gets interrupted halfway. Questions are, why does this happen, and anything be done about it?

This happens in some of my maps and doesn't in others (arbitrarily, apparently), and I still haven't been able to find that factor or setting that causes this.

If it helps, also, DotA uses lots of Channel-based spells, and yet I've never noticed this interruption happening.
 

Darius34

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What do you mean? I thought the Art Duration field controlled the duration the effect specified in the ability itself was shown.

Anyway, I did try various values in that field, higher/lower than and equal to the unit's cast backswing, and I still couldn't get the full animation to show.

Thing is, in DotA, heroes have varying stats, and yet Channel-based spells work without problems on many all of them.
 

Tom_Kazansky

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@Darius34, You should change the Data - Follow Through Time field. This amount of time should be equal to: total time of the animation which is played (the Art - Animation Names) minus the Art - Animation - Cast Point of the caster. Otherwise, the animation will be interrupted or it will loop

Example: I have Archmage and a channel based ability. The Art - Animation Names of this ability is spell, total times of his Spell animation is 2.700(check the Previewer of World Editor) and his Art - Animation - Cast Point is 0.300, so the Data - Follow Through Time should be: 2.700 - 0.300 = 2.400.
 

Darius34

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Ah. Thank you very much.

Does this mean that every map that uses Channel-based spells uses such settings?
 
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