• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a faction for Warcraft 3 and enter Hive's 19th Techtree Contest: Co-Op Commanders! Click here to enter!
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 21st Texturing Contest: Upgrade is now concluded, time to vote for your favourite set of icons! Click here to vote!

Channel Spells

Status
Not open for further replies.
Level 13
Joined
May 11, 2008
Messages
1,198
so how would you make a channeling spell? i can figure you would take a channeling spell and edit it to do nothing and then what after that?

you'd need a trigger to do something...

what i was thinking was making a channeling spell that picked all of a certain kindof unit and slowed it for the duration of the channeling.

how do you do this? i want it so of course you can disable the channeling like any other channeling so i don't know how to make a trigger for channeling.

found solution...view the test map yeah i know it says skeletons but i've used this file for pretty much all my testing lately since it's so much faster loading than my big fat map.
  • tranq slow Copy
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Tranquility
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A sapper) Equal to (==) True)) and do (Actions)
        • Loop - Actions
          • Unit - Set (Picked unit) movement speed to ((Default movement speed of (Triggering unit)) - (Random real number between 50.00 and 150.00))
  • tranq slow
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Tranquility
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A sapper) Equal to (==) True)) and do (Actions)
        • Loop - Actions
          • Unit - Set (Picked unit) movement speed to (Default movement speed of (Triggering unit))
check out the way i set this trigger up! you can set it to default movement speed of the unit minus a random real number between 50-150 or whatever. this random feature from the picking the units is very notable! what can you do with this, you may ask? you can feature a rat race gambling map for one, all the rats would run at different speeds and different ones would reach the finish line first. haha i think this is great. not that a gambling map would be great, but making units run at random speeds although they are the same unit type. i think that adds more realism to the game and could be very interesting for maps other than racing maps.

i guess you could do the opposite of what i did and make the unit start with movement of zero, and then make a spell channeling for a race...when the spell is activated the units get a random boost of movement speed...you may want to add special effects though to help ppl know the race started.
 

Attachments

  • test revive skeletons.w3x
    33 KB · Views: 58
Last edited:
Level 17
Joined
Jan 21, 2007
Messages
2,014
You make a dummy spell based on a channeling ability as you say, and also a dummy spell based on slow.

Use the event: A unit starts channeling an ability.
Condition: Ability being cast blahblah
Action:
Set caster and target into a variable each.
Create your dummy unit, order it to cast slow on the target.

Now create another trigger.
Event: VariableCast stops channeling blahblah
Condition: Abilty being cast blahblah
Action: Remove buff from VariableTarg
Set VariableCast & VariableTarg to No unit.


This isn't MUI
 
Level 13
Joined
May 11, 2008
Messages
1,198
You make a dummy spell based on a channeling ability as you say, and also a dummy spell based on slow.

Use the event: A unit starts channeling an ability.
Condition: Ability being cast blahblah
Action:
Set caster and target into a variable each.
Create your dummy unit, order it to cast slow on the target.

Now create another trigger.
Event: VariableCast stops channeling blahblah
Condition: Abilty being cast blahblah
Action: Remove buff from VariableTarg
Set VariableCast & VariableTarg to No unit.


This isn't MUI
the only event regarding channeling i can find is a unit begins channeling...there is no start or stop event. this is the problem.

i'm sorry i forgot to mention that in the original post. i was going to post the question, then went searching because iwas like, surly there is the answer already on the site, but i didn't find it so i decided to post the new thread after all.
 
Level 4
Joined
Mar 6, 2007
Messages
73
using the event "Unit - A unit Stops casting an ability" and condition "(Ability being cast) Equal to Your Spell" works to check channeling end.
 
Status
Not open for further replies.
Top