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So i made a custom ability based off channel and i put the cool down to 25 guess what it total ignores it and instead has 0 cool down in game.
I re looked in my triggers and i don't have a trigger that says reset cool down or anything like that. does the cool down have to be triggered too? help plzz
could you post a test map so we can take a look at the custom ability you made ? i've never experienced such thing when i make abilities based of channel..
the problem is your trigger moves the unit instantly before the unit was able to cast the ability, therefore it will stop the ability.. because it stops the ability, they won't go into cooldown...
here, i cleaned your triggers.. feel free to ask if you have any questions...
i used a hashtable, if you had already have a hashtable on your map, use that hashtable instead.. And this is a tutorial about memory leaks Things That Leak. In your case, you're leaking points (Position of Caster, Position of Target)
and this won't work..
Animation - Play Caster's attack slam animation
because there is no animation name like that (only attack, stand, spell, slam, etc i guess)...
so i used this custom script.
GetTriggerUnit() goes to (Triggering unit), and 5 is the animation indices... i found 5 as the best animation it could get (you can change it to 1 or 2 or 3 or any number which fits the animation best)...
Hashtable
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set hash = (Last created hashtable)
Begin Casting
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Flash
Actions
Set tempPoint = (Position of (Triggering unit))
Unit - Create 1 Dummy for (Triggering player) at tempPoint facing Default building facing degrees
Unit Group - Add (Last created unit) to flashGroup
Set HandleId = (Key (Last created unit))
Set Target = (Target unit of ability being cast)
Unit - Create 1 Flash Dummy for (Triggering player) at tempPoint facing Default building facing degrees
Unit - Move (Last created unit) instantly to tempPoint
Unit - Add a 0.30 second Generic expiration timer to (Last created unit)
Hashtable - Save Handle OfTarget as 0 of HandleId in hash
Custom script: call RemoveLocation(udg_tempPoint)
Finishes Casting
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Flash
Actions
Unit Group - Pick every unit in flashGroup and do (Actions)
Loop - Actions
Set HandleId = (Key (Picked unit))
Set Target = (Load 0 of HandleId in hash)
Set tempPoint = (Position of Target)
Set tempPoint2 = (Position of (Triggering unit))
Unit - Create 1 Flash Dummy for (Triggering player) at tempPoint facing Default building facing degrees
Unit - Add a 0.30 second Generic expiration timer to (Last created unit)
Unit - Move (Last created unit) instantly to tempPoint
Unit - Move (Triggering unit) instantly to tempPoint
Unit - Make (Triggering unit) face Target over 0.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target belongs to an enemy of (Triggering player)) Equal to True
Unit - Cause (Triggering unit) to damage Target, dealing ((25.00 x (Real((Level of Flash for (Triggering unit))))) + 25.00) damage of attack type Spells and damage type Normal
Unit - Create 1 Dummy for (Triggering player) at tempPoint facing Default building facing degrees
Unit - Add Purge to (Last created unit)
Unit - Order (Last created unit) to Orc Shaman - Purge Target
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 0.10 second Generic expiration timer to (Picked unit)
Hashtable - Clear all child hashtables of child HandleId in hash
can u create a map using the triggers? it would be easier for me, because i dont really no exactly which variables u used.
K thanks i really appreciate it.
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