• 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.

[Solved] Interact Ability

Status
Not open for further replies.
I need help making an ability that you would just target a building or unit. No damage dealt or anything. When it's used what happens is just done in GUI which I already finished. I don't know which ability to base it off though. I heard that there are ways with channel but I have no idea how to do that.

Thanks in advance.
 
Level 8
Joined
Aug 23, 2007
Messages
491
Just choose any target based spell, then remove the damage and effects. If you want it to be channeling then just choose a channeling spell.

Siphon Mana or Life might be a good one.
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
Total Warrior... You should use Channel. It's an ability Wc3 has just for those porpuses (Triggering Effects). It allows wide configuration options, and does nothing but trigger stuff.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
To solve your "Channel" problem, follow this instructions:

Data - Art Duration - 0

Data - Base Order ID - channel (if you're using this base ability on a unit (just 1 of this ability on a unit) you can keep "channel" as your ID, if you're using this as base ability more than 1 on a single unit, you must change the second ability into another ID (just click the channel and pick any other ID (just not the same with the first))

Data - Disable Other Abilities - False (if you set it True, it will disable other ability when cast, and enables it back when the spell finished its effect (just like Pudge's Meat Hook if you play DotA))

Data - Follow Through Time - (this is your "channeling duration" time)

Data - Options - Visible (to make the spell appear on your UI)

Data - Target Type - Self-explanatory

That's all you need to know, other than that is normal, cooldown, mana cost, tooltips, bla bla

And one more thing, it shows green icon because you doesn't put any icon in the Art - Icon - Research

I suggest you put the path same as Art - Icon - Normal
 
Guide through Channel abilty:
Spinnaker said:
Channel.

Channel is comfortable spell for many issues, At first it has various differend options, it can be invisible, visible(ect), it gives opportunity to show effect for given amount of time, ables user to set animation time (anything you wish) and last, the most important:

Enables user to create all types of abilities:
Passive/Active No target/Active Target unit/Active Target Point.

It also gives chance to add variations like Tiny's Toss in dota.
Its ability based on channel with choosen option: Target and added AoE.

Look at this:


Data - Art duration - Total looping time for graphic effect.

Data - Base order Id - Here we stop for a while.

In warcraft3 each spell has differend ID (indentification number) and thats why unit can cast multiple spells without bugging them. If we put few spells with the same ID on the same unit, there will be a lot of strange events going on whenever it'd try to cast any.
You can make as many abilities based on channel without having bugs as you want - but remember that you have to set different ID for each one of them. To do this just click on the mentioned field, from list choose random ability and press enter although, the unit you wish to give this ability to, can not have spell with this ID already.

Data - Disable other abilities - Disable/enable other abilities command card.

Data - Fallow Through Time - Animation time, duration of looped "channel" or if unit doens't own such, "stand" animation.
Dont use default 180 sec, it means unit will stay and channel spell for 3mins.. basicaly doing nothing in meantime except for looping "channel" animation.
Set to 0 if you want 0 cast animation, but for smoother effect keep 0.5-1.5sec delay.

Data - Options - Here you choose options about your ability (like: if you want it to be visible check on 'Visible')

1) Visible - Enables icon image to be shown in unit's interface.
2) Targeting image - Enables AoE indicator to be shown in-game, if field Stats - Area of Effect has been customized.
3) Physical spell - Allows target all units (even magic immune ones) except for ethernal units - invurnable units can't be targeted still.
4) Universal spell - Enables casting spell on all units, including the ethernal ones - invurnable units can't be targeted still.
5) Unique cast - Prevents from multiple ability-cast when more than one unit with given ability is selected and ordered to cast that spell.

Data - Target type - Important field - choose how your Channel-based spell should act as.

1) No Target - It's automatic spell, like Thunder Clap. Activating requires only pressing the ability's icon.
2) Target - Requires single target to be cast. Specify targets allowed in Stats - Target Allowed.
3) Point Target - Spell activates after selecting and pressing LPM on map's area.
4) Target or Point Targer - The mix of two types above. Can be activates in any of mentioned ways.

If you wish to give AoE component, fill field Stats - Area of Effect.
 
Status
Not open for further replies.
Top