• Check out the results of the Techtree Contest #19!
  • 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.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

[JASS] Immolation game freeze issue

Status
Not open for further replies.
Hello hive,

This is a follow up to my post here:

I was able to solve the freeze by using Mana Shield as the passive instead of Immolation. The goal is to have a detectable buff on the unit from a toggle-able ability. However, if I ever want to have a unit have 2 toggleable abilities of this nature and/or not have to trigger the mana drain, is there a way I can configure immolation to not freeze the game?

I did update the cooldownreduction library so the minimum possible cool down is 0 instead of letting it go negative.

editL In case it helps the immolation ability has an AoE of 0 and target filters set to only trees.
 
Last edited:
Unhelpfully my mind instantly goes to some over-engineered solution.

I typically want as much as possible of an ability to be code because then I have more control over it, for better or worse.
So if I wanted a toggle on/off ability I would make it so that on cast you remove ability 1 for ability 2 from the unit and then in a loop do whatever it is I want the ability to do.

It is a bit backwards but depending on how good you are it might be quicker to code it rather than figure out why the black box object editor doesn't work.
 
Unhelpfully my mind instantly goes to some over-engineered solution.

I typically want as much as possible of an ability to be code because then I have more control over it, for better or worse.
So if I wanted a toggle on/off ability I would make it so that on cast you remove ability 1 for ability 2 from the unit and then in a loop do whatever it is I want the ability to do.

It is a bit backwards but depending on how good you are it might be quicker to code it rather than figure out why the black box object editor doesn't work.
That's what I would do, Ability 1 puts them in a group, Ability 2 removes them from the group, instead of checking for a buff, check if the unit is in the group.

Alternatively I might use an indexer depending on other considerations made depending on what kind of game it is.
 
Status
Not open for further replies.
Back
Top