| 03-04-2008, 02:49 AM | #1 |
I have noticed that casting "defend" does not stop your unit briefly to cast. What other spells do this? What i mean by "stop" is this: In most spells, if your character is walking from one location to another and in the middle of this you order them to cast an ability.. they will usually stop completely and forget/cancel their movement order or they will stop briefly to cast and then will continue with their previous order. However, with "defend" no matter what order you are currently doing, casting defend never interupts from my tests. Are there any other spells that act like that? I would use defend for what i need but it seems to not let me set a mana-cost so i need something else that is similiar. I need it for the purpose of a dummy spell.. just need a blank spell that can let me set mana costs and is uninterupting to other orders. I've tested several so far and no luck. I could have sworn i saw someone use an item like a clarity potion once in some map where they didn't stop moving as they used it but i just tried that ability in my map and it's still stopping them briefly. Or what about that "Channel" ability? Seems there is a lot of settings to play with and ive set everything to 0.00's and instant and still no luck. Maybe this can be tweaked to be like i want? Anyone know? There has got to be a spell that does this. |
| 03-04-2008, 03:02 AM | #2 |
Berserk ability (my favorite) Bear form. Frenzy if I'm not wrong. |
| 03-04-2008, 03:09 AM | #3 | |
Quote:
YEAH!@#$ Why didn't i think of that one! thank you |
| 03-04-2008, 03:31 AM | #4 |
I believe the Spirit Wolf summon ability also behaves the same way. |
| 03-04-2008, 04:27 AM | #5 |
hmm Immolation as well behaves the same as well i think.... -Av3n |
| 03-04-2008, 04:31 AM | #6 |
The Roar from the Druid of the Claw doesn't interrupt orders. |
| 03-04-2008, 06:35 AM | #7 |
Absk, Adef, Amdf, ANms, AEim, AHds (Berserk, Defend, Magical Defense, Mana Shield, Immolation, Divine Shield): These abilities don't stop the current order of the caster when used. The last five can be activated and deactivated (if that is enabled in the gameplay constants). The mentioned abilities can easily be customized by setting their effect to zero and catching their order and unorder string. You'll eventually have to remove the buff with the 'UnitRemoveAbility' native after catching an order, if you don't want buffs to show up on the unit. However the unorder is issued twice when these abilities are removed from a unit. Therefore you need a simple workaround to not catch these unorders. From http://www.wc3campaigns.net/showthread.php?t=81742 |
| 03-04-2008, 09:13 PM | #8 |
Use your Uber Micro. |
| 03-04-2008, 11:12 PM | #9 |
thanks guys, i will give these all a try! |
