I have made my first spell, it's a teleport that knocks nearby units back. Moderators were not to fond of it due to wait... I know a wait is bad, it destroys the possibility of MUI, which I intend to add later.
The problem is, I've used Cluster Rockets as my standard ability, and I trigger a teleport to the target of ability being cast, but this does so the ability does not recieve its cooldown. What am I to do?
I could create an additional trigger with a perodic event and do a timer with variables, but that would probably be shot down due to lack of effiency.
Here's the trigger for you
How can I get him to be moved instantly and still have a cooldown?
The problem is, I've used Cluster Rockets as my standard ability, and I trigger a teleport to the target of ability being cast, but this does so the ability does not recieve its cooldown. What am I to do?
I could create an additional trigger with a perodic event and do a timer with variables, but that would probably be shot down due to lack of effiency.
Here's the trigger for you
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WarpStart
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Warp
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Warp for (Casting unit)) Equal to 1
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Then - Actions
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Set KnockbackDamage = 2.50
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Set KnockbackUnitGroup = (Units within 10.00 of (Position of KnockbackCaster) matching (((Matching unit) is alive) Equal to True))
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Unit Group - Add all units of (Units within 140.00 of KnockbackPoint) to KnockbackUnitGroup
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-------- BEWARE! The damage is per 0.05 seconds, so the damage is multiplied by 40, unless you change duration --------
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Warp for (Casting unit)) Equal to 2
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Then - Actions
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Set KnockbackUnitGroup = (Units within 20.00 of (Position of KnockbackCaster) matching (((Matching unit) is alive) Equal to True))
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Unit Group - Add all units of (Units within 190.00 of KnockbackPoint) to KnockbackUnitGroup
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-------- BEWARE! The damage is per 0.05 seconds, so the damage is multiplied by 40, unless you change duration --------
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Set KnockbackDamage = 5.00
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Warp for (Casting unit)) Equal to 3
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Then - Actions
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Set KnockbackUnitGroup = (Units within 30.00 of (Position of KnockbackCaster) matching (((Matching unit) is alive) Equal to True))
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Unit Group - Add all units of (Units within 240.00 of KnockbackPoint) to KnockbackUnitGroup
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-------- BEWARE! The damage is per 0.05 seconds, so the damage is multiplied by 40, unless you change duration --------
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Set KnockbackDamage = 7.50
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Else - Actions
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Set KnockbackDistance = 5.30
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Set KnockbackDuration = 2.00
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Set KnockbackPoint = (Target point of ability being cast)
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Set KnockbackCaster = (Casting unit)
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Set KnockbackUnitGroup = (Units within 400.00 of (Position of KnockbackCaster))
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Unit Group - Add all units of (Units within 400.00 of KnockbackPoint) to KnockbackUnitGroup
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Unit Group - Remove KnockbackCaster from KnockbackUnitGroup
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Unit - Move KnockbackCaster instantly to (Target point of ability being cast)
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Trigger - Turn on WarpLoop <gen>
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Custom script: call RemoveLocation (udg_KnockbackPoint)
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How can I get him to be moved instantly and still have a cooldown?