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Spell Animation Speed

07-15-2006, 08:37 PM#1
Rising_Dusk
I was attempting to find a way to code a spell that would decrease the time it took to cast its other spells.
In doing so, I tried using SetUnitTimeScale(...) to no avail (I had hoped that would speed up the animation and thus the casting point, but it didn't).

I looked into having a dummy cast the spells for her, but then I ran into the problem that I cant make the hero's spells follow traditional cooldown means.
It's a pretty bad issue. :/

Anyways, I'm incredibly dead-set on the effects of this spell (Speeding up cast times), so if there is any special trick or function I overlooked that could help me out, I'd love to know.
Thanks all in advance.
07-15-2006, 11:06 PM#2
Bulletcatcher
Hmm... The only thing I can think of would be if you were to make all spells channeling dummy spells with infinite-ish channeling times, and have a dummy caster use the real spell after the proper time has been spent channeling, while also ordering the caster to break it.

As long as the stop order is caused by the real casting - and not the other way around - and a check makes sure the unit is still channeling before using the real spell, that should work, while also allowing spells to be cancelled during the cast delay by simply issuing an order.

Problems might be getting casting animations to line up with the spells cast by dummy units, and getting spells to cancel if the caster is stunned or otherwise disabled before the cast point of the (simulated) casting animation.

As for the cooldown problem, I guess the casting time would be included in the cooldown if using this method, which is sort of a bother... is there a way to cool down a specific skill for a hero without doing so to all the others?
If so, you could cool the dummy channeling spell down, and order the hero to cast - and instantly cancel - it once the real spell has resolved, starting the cooldown from that point.
07-16-2006, 12:26 AM#3
Rising_Dusk
That wouldnt really work.
I'm not looking for an indirect workaround but rather a direct means to the end.
If a direct route doesn't exist, then just that knowledge would be enough to suffice.
07-16-2006, 12:36 AM#4
Deathlust
Just a suggestion: If it's a passive, just use an Engineering Upgrade to lower cooldowns, if it's a self-buff, you could use Engineering Upgrade to lower cd's temporarily.

If you have near instant casting times, what would be the point anyways? (I'm assuming you aren't since you are posting this so that question can be rhetoric.)

Edit - Morphing to lower castback animations is viable too.
07-16-2006, 03:42 AM#5
DioD
Use channel ability it have "follow through time".