I've got a PsiDisruptor hooked up with it's regular stand animation as its attack. What I'm wondering is how I might be able to delay the firing of its weapon so it matches up with the ground pound it does. In the weapon fields the "Stats: Random Delay Max & Min" and "Stats: Reload Duration" also delay the animation from starting.
Bump - Did further testing and looked at Zealot. Backswing sounds like the answer, but doesn't seem to do anything on its own. Maybe there's some thing I need alongside backswing?
I might have not understood right, but I believe "Damage Point" is what you want. That field controls when the effect of the weapon happens. Backswing happens afterward - It's practically the duration the unit can't do anything in after attacking. If you watched some pro gamers player, you'll see how they sometimes micro marines to fire and move at a scouting worker, and how the marine has to stay on the spot until it's animation is done. That's the backswing.
I've got a PsiDisruptor hooked up with it's regular stand animation as its attack. What I'm wondering is how I might be able to delay the firing of its weapon so it matches up with the ground pound it does. In the weapon fields the "Stats: Random Delay Max & Min" and "Stats: Reload Duration" also delay the animation from starting.
Bump - Did further testing and looked at Zealot. Backswing sounds like the answer, but doesn't seem to do anything on its own. Maybe there's some thing I need alongside backswing?
I might have not understood right, but I believe "Damage Point" is what you want. That field controls when the effect of the weapon happens. Backswing happens afterward - It's practically the duration the unit can't do anything in after attacking. If you watched some pro gamers player, you'll see how they sometimes micro marines to fire and move at a scouting worker, and how the marine has to stay on the spot until it's animation is done. That's the backswing.
@TheAlmaity: Go
Thanks a lot! That solved the issue!