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Channel Spell

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I need to make the Channel spell traget an AoE i.e. have the large AoE cursor and has the Firebolt missile art, is that possible ?


Sorry for duplicating the thread because I don't know about the Unsolved prefix

It's possible.

Set the field Data - Options to Visible, Targeting Image. This will then show a targeting image.

Set Target - Type to Point Target.

Give it an AoE by filling in the Stats - Area of Effect field. This will determine your AoE.

Hope works.
 
It's possible.

Set the field Data - Options to Visible, Targeting Image. This will then show a targeting image.

Set Target - Type to Point Target.

Give it an AoE by filling in the Stats - Area of Effect field. This will determine your AoE.

Hope works.

It worked but shows no missile art so I have to create a dummy unit with a spell that can target the ground with the missile art I need. Thanks anyway :as:
 
Does "Attack Ground" mean anything to you? That means it's possible and even not too hard.

Possibility #1: Use cluster rockets, just like logitec recommended.
Possibility #2: I think Flame Strike does exactly what you say, if not no matter.
Possibility #3: For the Channel spell itself:
-Missile Art: Firebolt missile
-Targets: Point
Your spell doesn't have to be channeled, it can have just the order string. But if you insist it's okay.
 
You can't have missile art on Channel, can you?


What you can do is creating a dummy unit (that doesn't have locust), and then make another dummy unit with the firebolt projectile art attack it.

  • I like to have tomato sauce on my pasta
    • Events
      • Unit - A unit starts the effect of an ability
    • Conditions
      • (Ability being cast) equal to Pie Bakery
    • Actions
      • Set Temp_Point[1] = (Target point of ability being cast)
      • Set Temp_Point[2] = (Position of (Casting unit))
      • Unit - Create 1 Targetable Dummy for Neutral Hostile at Temp_Point[1]
      • Set Temp_Unit = (Last created unit)
      • Unit - Add a 1 second expiration timer to (Last created unit)
      • Unit - Create 1 Attacking Dummy for (Owner of (Casting unit)) at Temp_Point[2]
      • Unit - Add a 0,15 second expiration timer to (Last created unit)
      • Unit - Issue (Last created unit) to Attack Once Temp_Unit
      • Custom script: call RemoveLocation( udg_Temp_Point[1] )
      • Custom script: call RemoveLocation( udg_Temp_Point[2] )
Make sure that the Targetable Dummy is immobile and does not have locust or invulnerability, and that the Attacking Dummy has the firebolt projectile art and doesn't autoattack.
 
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