Staredit Network > Forums > Modding Discussion > Topic: Cast spells without mouse click confirmation
Cast spells without mouse click confirmation
Nov 7 2018, 6:36 pm
By: Lagi  

Nov 7 2018, 6:36 pm Lagi Post #1



During fighting with malfunctioning Smart cast plugin by KYSXD ;), i come to an idea:

what if the spell that require pointing target, was immediately activated when you press the keyboard hot key, without the need to press left mouse button?

by this time for sure somebody think about it. Probably its already in other games (sc2? i never really play it).

====
"so what do you want?
====

is there some plugin/mod with to BW with it? is this in Starcraft 2 (but i dont want to dl this gigabytes just to check it)? maybe its in some other game?

I would like to test it.



None.

Nov 9 2018, 1:43 pm KYSXD Post #2



In Heroes of the Storm there's a feature like that.

Spells can be set to (if possible) activate on key press/release and target whatever is under the cursor.

I think is also in SCII, I don't remember at this point.

About a plugin... that may be an interesting challange. I'll take a look.




Nov 9 2018, 2:24 pm MTiger156 Post #3



(Just a small correction)
SCII has an "Autocast" system. When activated by a right-click toggle (on the button), the unit will freely cast self/single-target abilities when either idle or attack-moving. The most prominent examples are Stim, Snipe, Magrail Munitions, Shadow Fury, Heal, Repair, Nano-Repair.
Something like this is probably more possible than the Keypress Smart Cast system. First is the fact that medics always perform healing automatically. Secondly, I've seen some siege tanks affected by the "Order: Attack" trigger automatically use Siege Mode when engaging an enemy mob. With EUD's, it is currently possible to modify some of the basic actions of units, although overwriting these may result in weird behavior, ineffective combat performance, or game crashing.




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[05:36 am]
O)FaRTy1billion[MM] -- nothing so far has been hugely detrimental or without simple workarounds (other than when it didn't let me compile at all XD)
[05:35 am]
O)FaRTy1billion[MM] -- to get around that I just used "Never" lol
[05:35 am]
O)FaRTy1billion[MM] -- I've just been using classic, I just noticed it when I was debugging something and it re-enabled it all
[05:02 am]
Suicidal Insanity -- In the meantime you can copy over an old trigedit plugin if you want, or see if anything else got broken
[05:02 am]
Suicidal Insanity -- FaRTy1billion
FaRTy1billion shouted: compiling text trigers also re-enables all disabled triggers D:
I'll fix that when I get back home.
[11:18 pm]
O)FaRTy1billion[MM] -- compiling text trigers also re-enables all disabled triggers D:
[10:54 pm]
O)FaRTy1billion[MM] -- the one I was using before didn't XD
[10:53 pm]
O)FaRTy1billion[MM] -- hooray, this opens the tileset palette when switching to that terrain mode
[10:41 pm]
O)FaRTy1billion[MM] -- new one compiles the EUDs successfully, thanks
[10:38 pm]
O)FaRTy1billion[MM] -- Specifically, " Set Deaths("Int:4925", "Terran Marine", Set To, 65537);" shows up as "EUD: Modify Unnamed Location's bottom edge: Set to 65537 pixels."
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