Originally posted by EagleEyeGamma
View Post
Your setup seems reasonable. Only thing I would change is that you spawn the emitters during the ExecuteAbility function, which is dedicated to game logic. You should keep the visual stuff within the AnimateAction events (unless it is truly immediate stuff that is not queued and displayed to the client, such as moving mouse hover markers etc.). If not, the emitters might trigger before the rest of the attack is played.
I'm sorry, but I don't understand what you mean when you want the player to have full movement before attacking. Do you want to click a unit and have the active unit automatically both move and attack?
Comment