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Channel and Warlock skill

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Level 9
Joined
Oct 2, 2008
Messages
406
:cry:I have been doing map called Outland Total Chaos.U choose Alliance or Horde and then u can raise your reputation with both of them or decrease it.Also u will be able to choose few classes and Warlock is 1 of them.Now i made a trigger skill that isn t working.HELP!When u finish casting spell,it takes certain ingrediants and summons Demon to fight r.What demon u get depends about ingrediants ( example Demonic blood + Fel weapon = Felguard ).I also want to increase strengh of that demon every 5 lvl u get( example Felguard with u on lvl 1 has 230 HP,but when u r lvl 6 it has 450 HP).I ve done something and it should work but it isn t .I would like to hear some ideas.Also how is Channel working and what is its use???
 
Level 11
Joined
Feb 22, 2006
Messages
752
Yeah...post the trigger you use and we'll be able to help you better.

As for Channel, it's basically an ability blizz put in there to satisfy ppl's dummy spell needs. It does nothing - let me say that again - nothing...except for special effects (if you so choose). Basically you should use channel for a spell where you want all the effects to be triggered. What's good about channel is that you can change pretty much everything:

  • Art Duration: I actually have no idea what this does since I've never messed with it
  • Base Order ID: really important field. No two spells on the same unit can have the same base order id (well they can, but then when you cast one, the other one also gets cast and things screw up). You can set it to anything, it has no effect on how the spell works.
  • Disable Other Abilities: if this is true, your unit will lose all abilities (icons are blacked out) while it is casting the channel spell
  • Follow Through Time: basically how long your unit stands there like an idiot and is incapable of doing ANYTHING after you start casting the spell (don't ask why default is 3 minutes)
  • Options: pretty self explanatory. Visible flag means whether or not the spell shows up on the UI. If unique cast is checked, when you have a bunch of units selected in a group all with this channel spell and you order one to cast the spell, only ONE unit will cast (like rejuvenation or polymorph in skirmishes). If unique cast is unchecked, ALL units selected with the channel spell will cast the spell (like defend).
  • Target type: self-explanatory (Note, if you want AOE spells like blizzard, set target to point target, set Area of Effect to something greater than 0, and check the targeting image flag under options)

Every other field should be self-explanatory. Note: channel will never apply buffs to units, even if you add buffs to the buff field.
 
Level 16
Joined
Jul 21, 2008
Messages
1,121
Minion

I hope you will find some use in this:

  • Events
    • A unit finishes casting an ability
  • Conditions
    • Ability being cast equal to <your ability>
  • Actions
    • If (Conditions)
      • And (all conditions are true)
        • <your hero> has item of type <your item 1>
        • <your hero> has item of type <your item 2>
    • Then (Actions)
      • Unit - create 1 <your minion>
      • Item - Remove <your item 1>
      • Item - Remove <your item 2>
    • Else (Actions)
      • Do Nothing
  • If (Conditions)
    • And (all conditions are true)
      • <your hero> has item of type <your item 3>
      • <your hero> has item of type <your item 4>
    • Then (Actions)
      • Unit - create 1 <your minion 2>
      • Item - Remove <your item 3>
      • Item - Remove <your item 4>
    • Else (Actions)
      • Do Nothing
  • and so on...
Beware that positions leak and cause lags (remove sumoning position of your minion to incerase map preformance).

To clear position leak do this when creating your minion:

  • Set My_Point_Var = position of casting unit
  • Unit - Create 1 <minion> at <My_Point_Var> facing <x> degrees
  • Custom Script: call RemoveLocation ( udg_My_Point_Var )
 
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