Difference between revisions of "Recall Animation"

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Latest revision as of 00:35, 21 March 2015

The recall effect is the actual spell being cast by the Arbiter, so it will move any units owned by the CPU player at the target location to the Arbiter. It will not affect enemy units, so you can use this to create a recall effect on top of the human player's units without repercussions.

Arbiter recall is the only way to move the various doodad units (Gun Trap, Flame Trap etc) - the usual "move unit" trigger action will not work on the doodad units.

You will need:

  • Arbiter (non-hero) owned by a CPU player (not 9-12) with sufficient energy to cast recall (change spell to require 0 energy, or ensure Arbiter has required energy via setting energy or creating it with sufficient energy)
  • Position of the Arbiter
  • Position to recall

Recallpv1.png


The CPU needs to control an Arbiter. You may like to make it invincible, depending on your needs. If you want the Arbiter to teleport the targetted units, it needs to stay immobile until the units have been teleported to it's location - if it moves (normally, or via trigger move action) the recall will be cancelled.

Arbitervf1.pngArbitervf2.png

This animation has only two important actions. Set full energy the arbiter and cast the recall.


In only one trigger:

StarCraft Trigger [template]
Players:
  • Some CPU (not 9-12p)
Conditions:
  • Whatever you want.
Actions:
  • Modify energy of Arbiter at position where you have it. Set to 100%.
  • Run AI script "Cast Recall" at "Where you want the animation".
  • Preserver trigger. (or not, you choose)


The animation runs for 14 unit deaths under hyper triggers, or about 1.2 seconds at fastest. Casting more than one recall in the same place by the same unit will only produce one recall animation.

The arbiter, in addition, will only recall one at the same time. So doesn't matter if you use preserve trigger and cast recall a lot.