| 10-03-2006, 03:49 PM | #1 |
You read it. In Warcraft units run away by default, when they get hit and are either 1, peasant or 2, have no attack/damage. But how do I shut this off? My spells always get interrupted when my unit runs away after getting hit by enemies, just because he has no attack. But he cant have an attack, because he would auto-acquire targets. I dont want to explain my whole idea now, pls just help me with this problem. err...btw..how do I give Shadow Strike a splash damage? Thanks for ANY help you can offer. |
| 10-03-2006, 03:52 PM | #2 |
Stats - Can flee. |
| 10-03-2006, 05:12 PM | #3 |
THANKS! I got another huge problem though :/ How do i remove the small channeling time after each spell cast? It prevents me from creating units who are able to cast the same spell thrice in a sec. |
| 10-03-2006, 05:27 PM | #4 |
Animation - Spell whatever. Set the time to 0. May still not be able to cast thrice simultaneously. |
| 10-03-2006, 06:56 PM | #5 |
Isnt working at all :( ...there MUST be a way to change this. btw, how do I prevent the player to cheat (=chat) ? |
| 10-03-2006, 06:59 PM | #6 |
There isn't really a way to make a unit able to cast multiple times at the same time. There will always be a slight delay. You cannot prevent cheats. There are several work arounds (ie: ways of detecting it, and then countering it). |
| 10-03-2006, 07:12 PM | #7 |
Well i dont want the unit to cast 2 spells at the same time. I want him to cast 1 spell and then the same spell 1sec after that. Exactly like im telling the Editor with the cooldown. But this stupid downtime channeling spell thingy prevents me from customizing this. Edit: ok solved the problem through removing and adding the same spell 0.5 seconds after every cast. |
