Problem with unit attack animation when casting spell

JuffoWup

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Ok, the problem is pretty simple here, I got spell that fires frost bolt and the spell is working fine. Its the animation I'm stuck with, you see the projectile
is launched before the attack animation is played, thich causes the whole spell look pretty damn dorky.

Anyone know how to alter the casting unit's attack animation speed so I could fix this ?
 
how about triggers like

E: unit is casting an ability
C: ability being cast equal to ur ability
A: play unit's attack animation

i used casting an ability because casting of the ability is the moment ur hero will stop and cast it, starts the effect of an ability, is like when ur ability starts the cooldown and spent some mana
 
Thnx for the effort, but the effect is identical just as the spells animation name applied. It just plays the attack animation and the issue remains that the animation is played way too late after the projectile is released
 
ok, if still doesnt work

make a dummy ability that u want to cast when the ability is used, then make a trigger like

E: unit starts the effect of an ability
C: ability being cast your ability
A: play unit attack animation
wait 0.10 seconds (change the value for it)
create 1 dummy unit
add stormbolt to last created unit (or the ability u want to be casted)
order last created unit to human - mountain king stormbolt

this trigger will play the unit's animation, and wait for a set amount of seconds then a dummy unit is created and cast the ability, so that the animation plays first than the projectile is launched

try to set the value of the wait, to make it more realistic
 
what u mean?

first the frost bolt ability he wants to cast, is casted by a dummy unit when the wait time is over...because before the wait action, the unit casting the ability plays the animation...
 
if its a normal ability in the object editor (doesn't use any triggers) then he doesnt need a trigger to make the unit Wait. Theres a normal ability called frost bolt too. theres a field called casting time, its designed for the animation. if the ability is a trigger then you have to wait

he never said the ability was a dummy ability (at least i don't see it)
 
1: The casting time won't work, why ? 'Cause it only makes the caster wait for x amount of time then casting the spell, but it just delays the casting itself
not the animation

2: Waaks plz if you send me triggers, or similiar, could u plz not send "I-GUESS-THIS-WORKS" code-tagless doodles. The "trigger" you gave me causes many issues, and the "last created unit" is highly unsuitable when using dummy units.
 
if its unsuitable then create variables?

i cant really give u a wholle trigger, because the pc with the wc3 and WE has no internet, and this pc is an office computer with an internet, so i spend my time here surfing....all the triggers i gave u is hand written, if i have my WE im sure ill give u all the working triggers....so please understand me...
 
1:'Cause it only makes the caster wait for x amount of time then casting the spell, but it just delays the casting itself
not the animation

if it doesn't delay the casting animation then.. it plays the casting anim and then fires the ice bolt. isn't that what you wanted? and you never said your skill was a dummy
 
if u add a casting time to an ability, it doesnt starts the projectile to launch, it waits for a time of seconds and then the projectile launch and the animation is played....

his problem is, when he cast the spell, the projectile launchs faster than playing his animation, in other words late animation.....so, what he wants is to make the animation and projectile plays realistic, like throwing the frost bolt to the enemy
 
Ok I'm gonna make it r e a l l y simple so that you cannot get it wrong.

What happens now is this

->
my unit

-> - - 0
My unit Projectile
casting
spell

-> - - - - 0
My unit Projectile flying away
playing
animation
(at wrong
time)

EDIT* Yes waaaks! got it perfectly
 
thats what the trigger i posted with the wait time, it plays the animation first before the projectile is launched
 
Yes, and don't get insulted by this, but the trigger with "last unit" crap is so absolute shit I stopped using it back when I learned whew thing like leaks etc.

And even if i did use it, the dummy unit would somewhat scrap my concept of the ability I want to create
 
I think I ... Yes I did. I said that using dummy unit will scrapt my ability concept pretty much to shit.
 
I didn't take the time to read the replies but check the backswing (or maybe damage? or both added?) point under attack - 1 of the unit, and then add a PolledWait for however long that is before you start the triggered effects.

Or if its not triggered under animation field in object editor change the casting backswing points.
 
So that is what backswing point affects ?

I go give it a try as soon as I get home from work.

Thnx in advance
 
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