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[Spell] Autocastable Channel

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Level 5
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Sep 1, 2010
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168
Directly making the channel ability autocastable works not, as far as i recall.
BUT you can use a dummy-ability with autocast, register when it's cast and replace the previous abilty and order your unit to cast that ability (again swapping spells when finished or when issued a stop order.. or instead add an invisible channel ability that'll be cast..
 
Level 3
Joined
Mar 22, 2011
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I'll go for an invisible channel ability that'll be cast. But, could you tell me please how to do that. I have no experience in doing such a think
 
Level 37
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Copy and paste Channel.
Edit Art - Animation names. Set it to your animation. If thge name has two parts like "spell slam" then make it have two strings. The first one should be spell and the other slam in this example.
Set follow through time to some large value like 1. This is how long the unit will repeat the animation. Try to make it so that the unit has time to complete the animation, but not start to repeat it.
Give the unit the ability.

Then you can order the ability with:
  • Custom script: call IssueImmediateOrder(GetTriggerUnit(), "channel")
EDIT: Infact, try this trigger if you can't get it to work correctly:
  • Untitled Trigger 073
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Heal // The autocast ability
    • Actions
      • Set point = (Position of (Triggering unit))
      • Unit - Pause (Triggering unit)
      • Unit - Move (Triggering unit) instantly to point
      • Unit - Unpause (Triggering unit)
      • Custom script: call IssueImmediateOrder(GetTriggerUnit(), "channel")
      • Custom script: call RemoveLocation(udg_point)
 
Level 11
Joined
Jun 20, 2009
Messages
880
So if you want it just to damage the target, theres very simple way. First, make an
ability based on Faerie Fire and remove all effects. Then trigger this:

  • Happy Face
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Faerie Fire
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal
 
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