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I assume the answer to this question is no, but I have to ask since it's a rather annoying little issue that really shouldn't work like that. Channel based abillities with a unit target will wake the target even if they have no effect and worst of all at the start of the follow through time...
Hi.
Keeping it short: Channel-based (ANcl) ability, Follow Through Time is set properly. But since there's a requirement for using it, it gets canceled at EVENT_PLAYER_UNIT_SPELL_CAST if the requirement is not met. This is done by ordering the unit to "stop" and that's all. This causes the...
Hey,
I'm struggeling myself getting a kind of blink spell to work. My hero teleports behind the enemy and does his damage but then he has a high probability to wander off and attack another enemy even if the trigger tells him otherwise. Could you please help me? (Also tried "Starts the effect of...
Hello,
Having some problems with my channel ability.
package main
import ClosureEvents
import OrderIds
import Jump
unit caster
init
// caster = GetTriggerUnit() <-- Tried this both with and without, still same result
EventListener.add(EVENT_PLAYER_UNIT_SPELL_CHANNEL) ->
if...
Hi.
I'm looking for a way to make creeps react to Channel-based abilities like they would to a regular one. For example, using Flame Strike makes them attack the caster, but creating a carbon copy of it based on Channel, and triggering the damage, will leave creeps inactive. I tried to search...
Hi.
Apologies if there was a thread about this somewhere, I tried searching, but nothing similar came up which isn't all that surprising considering the nature of this bug. It's extremely specific, and is also beyond my expertise with the editor to explain, which is why I'm posting here...
Hello people!
I have been working on a project for a long time now (over a year), but ran into a problem the other day.
Setup: Your Hero chooses an ability from a list.
For this I use a placeholder (channel ability), the actual ability and the engineering upgrade ability that allows the...
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