some how i got this problem the ability when i cast Throw explosion c1 the trigger goes on but the ability cooldown doesnt goes on, and it will probly gonna happen on other spell
and another glitch that i never understand WHY THE FREAK when i cast an ability another can be cast Like i cast C1 and c4 explose in the place of C1
and another glitch that i never understand WHY THE FREAK when i cast an ability another can be cast Like i cast C1 and c4 explose in the place of C1
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Events
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Smoke Bomb
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Rasengan - Smoke Bomb
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Actions
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Set Hero[3] = (Casting unit)
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Set Hero[4] = (Target unit of ability being cast)
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Set PointLeak2[0] = ((Position of Hero[3]) offset by 10.00 towards ((Facing of Hero[3]) - 100.00) degrees)
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Set Target = (Position of Hero[4])
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Set Real = ((Facing of Hero[3]) + 100.00)
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Set RealT[0] = ((Facing of (Target unit of ability being cast)) + 0.00)
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Unit - Create 1 Explode for (Owner of Hero[3]) at (Position of Hero[4]) facing Default building facing degrees
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Set Hero[15] = (Last created unit)
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Unit - Create 1 Motar Explode for (Owner of Hero[3]) at (Position of Hero[4]) facing Default building facing degrees
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Set Hero[16] = (Last created unit)
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Sound - Play wallhit2_1 <gen>
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Unit Group - Pick every unit in (Units within 500.00 of (Position of Hero[3]) matching (((Matching unit) belongs to an enemy of (Owner of Hero[3])) Equal to True)) and do (Unit - Cause Hero[3] to damage (Picked unit), dealing 1000.00 damage of attack type Spells and damage type Normal)
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Wait 5.00 seconds
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Unit - Explode Hero[15]
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Unit - Explode Hero[16]
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Unit Group - Pick every unit in (Units of type Explode) and do (Unit - Remove (Picked unit) from the game)
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Unit Group - Pick every unit in (Units of type Motar Explode) and do (Unit - Remove (Picked unit) from the game)
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Set Hero[3] = No unit
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Set Hero[4] = No unit
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Set Real = 0.00
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Set RealT[0] = 0.00
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Custom script: call RemoveLocation(udg_PointLeak2[0])
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Custom script: call RemoveLocation(udg_Target)
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if you used channel just change the orderstrings so they won't trigger at the same time (if spell 1 has the same orderstring that spell 4, wc3 can mix them up when you cast one of them)