- Joined
- Apr 17, 2013
- Messages
- 381
how can i resume the cooldown of a spell when its remove....and will be added later like invoker in dota???
p.s : sorry 4 the english..
p.s : sorry 4 the english..
Xonok can u make a test map of that ?
The only way to make spells disappear and reappear while not messing up cooldowns is by using engineering upgrade.
There's a ton of tutorials on the subject, but essentially the point is that you have 1 dummy ability(disabled) and your real ability. The engineering upgrade switches between them.
Actually that's incorrect. You can use the channel base ability together with UnitIncAbilityLevel() (sorry if that's incorrect I'm on my mobile device) to hide the spell. The only case you'd want something besides this is if the ability must have instant cast time.
See "pick a card" from my twisted fate spell pack for demonstration.
Yeah, I guess it works too(for single spells), while for replacing it is better to use engineering.
Not really. They both provide the same functionality, but upgrade requires extra object editor data and is less extensible.
Yes, engineering upgrade has something so far unbeatable. It preserves cooldowns.
Like I said, check "pick a card" in twisted fate spell pack
Just test the map. The two abilities don't share a cool down, they just retain their individual ones. Imagine the unit always has both abilities, and you use some logic to only display one at a time
Try this:
- Player - Disable Acid Bomb for Player 1 (Red)