Is it possible to reset a units swing timer (auto attack cooldown) during runtime?
I've tried:
- `UnitResetCooldown` (probably resets ability CDs :shrug
- `BlzSetUnitAttackCooldown` set attack speed to like 0.01 and then reset back after a swing. Doesn't work because the swing timer uses the countdown from the previous swing, so it won't reduce the cooldown until the next swing, which is too late.
- `UnitRemoveAbility(unit, 'Aatk')` and then add it back, but it doesn't seem to be able to be added back after.
- `BlzEndUnitAbilityCooldown(unit, 'Aatk')`
- `BlzUnitInterruptAttack(unit)`
- `BlzUnitDisableAbility(unit, 'Aatk', true, true)` and re-enable after
My last resort will be to literally delete the unit and make a new one, but it doesn't play well with other systems so it's a bit of a pain to do, hence being a last resort.
Any ideas?
I've tried:
- `UnitResetCooldown` (probably resets ability CDs :shrug
- `BlzSetUnitAttackCooldown` set attack speed to like 0.01 and then reset back after a swing. Doesn't work because the swing timer uses the countdown from the previous swing, so it won't reduce the cooldown until the next swing, which is too late.
- `UnitRemoveAbility(unit, 'Aatk')` and then add it back, but it doesn't seem to be able to be added back after.
- `BlzEndUnitAbilityCooldown(unit, 'Aatk')`
- `BlzUnitInterruptAttack(unit)`
- `BlzUnitDisableAbility(unit, 'Aatk', true, true)` and re-enable after
My last resort will be to literally delete the unit and make a new one, but it doesn't play well with other systems so it's a bit of a pain to do, hence being a last resort.
Any ideas?