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Channel Spell

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Level 8
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Aug 3, 2008
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391
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.
 
Level 16
Joined
Mar 3, 2006
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1,564
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:
 
Level 12
Joined
Aug 22, 2008
Messages
911
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.
 
Level 8
Joined
Mar 12, 2008
Messages
437
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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