• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Is it possible to have shared cooldown with abilities without using the spell book ab

Status
Not open for further replies.
Level 37
Joined
Mar 6, 2006
Messages
9,240
What are you trying to achieve?

You could do this and set the unit's cast point to 0 if they are not actual spells.
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to XShow A Hint (GAME PANEL)
          • (Ability being cast) Equal to XShow A Hint 2 (GAME PANEL)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to XShow A Hint (GAME PANEL)
        • Then - Actions
          • Game - Force Player 1 (Red) to press the key X
          • *Prevent Hint 2 actions*
        • Else - Actions
          • Game - Force Player 1 (Red) to press the key Q
          • *Revent Hint 1 actions*
 
Level 37
Joined
Aug 14, 2006
Messages
7,601
I'm remaking "Espers". I need to have shared cooldown in order to make some kind of new "game-play" that is something different, new and original for the campaign as well as in the whole Warcaft 3.

There are five abilities, they all must have same cooldown(shared cooldown). The cooldown is short, and meant for the player unable to spam abilities(otherwise player would just spam all his abilities at the beginning of each fight killing normal enemies too quickly). The espers will have always 1000 maximum mana and huge mana regeneration forcing the player to use Espers' abilities frequently, but tactically.
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
How about starting a timer when you use an esper. Disable the other esper abilities for the player so the icons disappear, and the remaining icon shows the cooldown. When the timer expires, enable the disabled espers.

Or same thing but instead of disabling the abilities, use a boolean to check whether the abilities should be on cooldown. When an esper is issued to be cast, check the boolean and order the unit to stop if they are on cooldown.
 
Level 1
Joined
Jan 26, 2011
Messages
5
you can use the function " call SetPlayerAbilityAvailableBJ( false, 'abid', Player() )"
and start a timer to count time
 
Status
Not open for further replies.
Top