What I'm trying to do, is to force units to play their attack animation in full.
In SC2, when you order your unit to move soon after the attack being called (damage point), unit will immediately start moving in new direction and its attack animation will stop.
I've done the exact same thing (I've made sets for several weapons with a behavior that sets the Unified Movement Speed Factor to -0.99 for a short duration, and the effect that removes the behavior after duration is finished), however, my units break their animation and instead, turn in the direction of a move command, stopping their attack animation anyway. They don't move in the new direction, but turn nonetheless.
I've tried to check the "suppress turning" in behavior, but nothing has changed and units still turn. If I apply any sort of additional movement multiplier to a very low value (like 0.05), units do stop turning and finishe their attack animation, but only because they ignores all move commands until the behavior finishes.
Suppress movement also makes unit uncommandable (you can't order it to move) when attacking past the damage point.
So, does anyone know any way of achieving a non-cancellable backswing, so units can be ordered to move when attacking, but stay put to finish their attack animation first? Or maybe there is something I'm missing from the method described in the link above?
I didn't know Stun doesn't cancel order queue - good to know :)
I've tried the Stun effect, but it seems like it interrupts the animations as well. I've also tested the uninterruptible stat on the weapon but all it does is makes the unit move forward in the direction of the target.
Create a Create Persistent effect that uses the effect of the weapon as the initial effect, make the persistent last the duration desired, and be sure to leave the Channeled flag checked. Replace the effect of the weapon with this newly created persistent effect.
What I'm trying to do, is to force units to play their attack animation in full.
In SC2, when you order your unit to move soon after the attack being called (damage point), unit will immediately start moving in new direction and its attack animation will stop.
I've searched the forum and come up with this thread, and a solution that looked elegant in the last post: http://www.sc2mapster.com/forums/development/data/65819-forcing-zealots-to-complete-their-attack-animation/
I've done the exact same thing (I've made sets for several weapons with a behavior that sets the Unified Movement Speed Factor to -0.99 for a short duration, and the effect that removes the behavior after duration is finished), however, my units break their animation and instead, turn in the direction of a move command, stopping their attack animation anyway. They don't move in the new direction, but turn nonetheless.
I've tried to check the "suppress turning" in behavior, but nothing has changed and units still turn. If I apply any sort of additional movement multiplier to a very low value (like 0.05), units do stop turning and finishe their attack animation, but only because they ignores all move commands until the behavior finishes. Suppress movement also makes unit uncommandable (you can't order it to move) when attacking past the damage point.
So, does anyone know any way of achieving a non-cancellable backswing, so units can be ordered to move when attacking, but stay put to finish their attack animation first? Or maybe there is something I'm missing from the method described in the link above?
Tried stunning the unit? The stun flag will pause new orders until after the stun wears off.
I have no idea if this will cause the animation to complete in full though.
@TyaArcade: Go
I didn't know Stun doesn't cancel order queue - good to know :)
I've tried the Stun effect, but it seems like it interrupts the animations as well. I've also tested the uninterruptible stat on the weapon but all it does is makes the unit move forward in the direction of the target.
If you need more help re state it or other wise I think you're good.
Create a Create Persistent effect that uses the effect of the weapon as the initial effect, make the persistent last the duration desired, and be sure to leave the Channeled flag checked. Replace the effect of the weapon with this newly created persistent effect.
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