Need help with my spell! - Channeling Summoned Units

neo34rd

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Hey guys I need help making my spell. Currently I want to make a spell where the caster has to channel a spell in order to keep the summoned units in the game. If the hero is stunned while channeling the summons would get dispelled.

The summoned units are summoned near the caster and will automatically attack the target of the channeled spell.

Currently I have 2 ideas that might work but I need some opinions.

Idea No1:
- Channel Based Spell with triggers maintaining the "focus" of the spell
- Problem, I cant imagine how to make this MUI in GUI. (I cant use NewGen for some reason)

Idea No2:
- Tornado Based Spell
- Problem, I cant summon more then 1 unit if I use this as the base.


PLZ HELP! =(
 

neo34rd

New Member
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What I mean is I cant summon more then 1 unit using the tornado base spell cause there is no data field for it. I only want the summoning to be done at the start of the spell and the channeling is to make sure they stay in the game.
 

Love-Nature

New Member
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Then you can use a channeling ability with no effects and create a dummy at position of unit when you cast it (starts the effect of an ability) and order the dummy to cast the ability (any summon ability you will edit) and when the channeling finish kill the summoned units using (finished casting an ability).

Hope it helps.
 

neo34rd

New Member
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Will (finished casting an ability) be called if my caster unit gets stunned? How do I track which summoned unit belongs to which caster unit? If you got an example GUI MUI spell can I have a look at it? XD
 

BloodySkullz

Active Member
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I tink I can help, but what u want is..

1. Channeling spell
2. Summon units
3. Summoned units disappears if channeling spell stops/finishes
4. GUI + MUI

These 4?
 

BloodySkullz

Active Member
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10
I tried to make e spell using two triggers:

Trigger:
  • Channel
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Channel (Summoning)
    • Actions
      • If (Channel_CustomValue Greater than 275) then do (Set Channel_CustomValue = 0) else do (Do nothing)
      • Set Channel_CustomValue = (Channel_CustomValue + 1)
      • Set Channel_Caster = (Triggering unit)
      • Unit Group - Add Channel_Caster to Channel_CasterGroup
      • Unit - Set the custom value of Channel_Caster to Channel_CustomValue
      • Set Channel_CasterLoc = (Position of Channel_Caster)
      • Set Channel_Offset = (Channel_CasterLoc offset by 250.00 towards (Facing of Channel_Caster) degrees)
      • Set Channel_UnitGroup[Channel_CustomValue] = (Random 0 units from (Last created unit group))
      • Set Channel_UnitTypeOne[1] = Footman
      • Set Channel_UnitTypeOne[2] = Rifleman
      • Set Channel_UnitTypeOne[3] = Knight
      • Set Channel_UnitTypeTwo[1] = Grunt
      • Set Channel_UnitTypeTwo[2] = Raider
      • Set Channel_UnitTypeTwo[3] = Tauren
      • Unit - Create 1 Channel_UnitTypeOne[(Level of Channel (Summoning) for (Triggering unit))] for (Owner of Channel_Caster) at Channel_Offset facing Default building facing degrees
      • Unit Group - Add (Last created unit) to Channel_UnitGroup[Channel_CustomValue]
      • Unit - Create 1 Channel_UnitTypeTwo[(Level of Channel (Summoning) for Channel_Caster)] for (Owner of Channel_Caster) at Channel_Offset facing Default building facing degrees
      • Unit Group - Add (Last created unit) to Channel_UnitGroup[Channel_CustomValue]
      • Custom script: call RemoveLocation( udg_Channel_Offset )
      • Custom script: call RemoveLocation( udg_Channel_CasterLoc )


Trigger:
  • Channel_End
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Channel (Summoning)
      • ((Triggering unit) is in Channel_CasterGroup) Equal to True
    • Actions
      • Set Channel_TempInteger = (Custom value of (Triggering unit))
      • Unit Group - Pick every unit in Channel_UnitGroup[Channel_TempInteger] and do (Actions)
        • Loop - Actions
          • Unit - Kill (Picked unit)
          • Unit Group - Remove (Picked unit) from Channel_UnitGroup[Channel_TempInteger]
      • Custom script: call DestroyGroup( udg_Channel_UnitGroup[ udg_Channel_TempInteger ] )
      • Unit - Set the custom value of (Triggering unit) to 0
      • Unit Group - Remove (Triggering unit) from Channel_CasterGroup


Tested it and it works...
 

Inflicted

Currently inactive
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63
Hope it helps. I based my skill "Channel (summoning)" on Starfall.

Rather base it off channel and add the values, but Starfall should work if you disable the values, effects etc
But ag there is always the chance of if you want one unit to have 2 summons, the cooldowns will be shared due to the same ID.
But thats your decision.
BloodySkullz method should work though.
 
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