Cool downs not working.

The_Reaping

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Okay, I have two abilities that require triggers to make them work properly. But when you use the intended spell, the cool downs don't work. Is there anyway I can make them work? I've tried recreating the dummy spell but it still don't work :S.
 

Weep

Godspeed to the sound of the pounding
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You need to be more specific. What are the abilities? What about the cooldowns "doesn't work"? What are the relevant triggers?
 

Bird

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Assuming you set your cooldowns properly in the object editor... if your Unit is having trouble with cooldowns, this is a strong indication that your Unit has more than 1 spell that shares a cooldown - IE, if you made 2 custom spells based off of Channel, you can't give them the same Order ID.
 

The_Reaping

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You need to be more specific. What are the abilities? What about the cooldowns "doesn't work"? What are the relevant triggers?

Meaning the cool downs don't happen, you use the spell and then you can use it again instantly after. I'll post triggers now. Also, on a side note, both skills are used by different heroes.

Ability one.
Trigger:
  • Comet Strike
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Comet Strike
    • Actions
      • Set TNENearbyTargets = (Units within 400.00 of (Position of (Target unit of ability being cast)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Comet Strike for (Triggering unit)) Equal to 1
        • Then - Actions
          • Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Units\Demon\Infernal\InfernalBirth.mdl
          • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 600.00 damage of attack type Spells and damage type Fire
          • Special Effect - Destroy (Last created special effect)
          • Unit Group - Pick every unit in TNENearbyTargets and do (Actions)
            • Loop - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 400.00 damage of attack type Spells and damage type Fire
              • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 175.00)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Comet Strike for (Triggering unit)) Equal to 2
            • Then - Actions
              • Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Units\Demon\Infernal\InfernalBirth.mdl
              • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 800.00 damage of attack type Spells and damage type Fire
              • Special Effect - Destroy (Last created special effect)
              • Unit Group - Pick every unit in TNENearbyTargets and do (Actions)
                • Loop - Actions
                  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 600.00 damage of attack type Spells and damage type Fire
                  • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 175.00)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Comet Strike for (Triggering unit)) Equal to 3
                • Then - Actions
                  • Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Units\Demon\Infernal\InfernalBirth.mdl
                  • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 1000.00 damage of attack type Spells and damage type Fire
                  • Special Effect - Destroy (Last created special effect)
                  • Unit Group - Pick every unit in TNENearbyTargets and do (Actions)
                    • Loop - Actions
                      • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 800.00 damage of attack type Spells and damage type Fire
                      • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 175.00)
                • Else - Actions


Ability two.
Trigger:
  • Berserkers Wrath
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Berserkers Wrath
    • Actions
      • Set BerserkersWrathCaster = (Triggering unit)
      • Set BerserkersWrathTarget = (Target unit of ability being cast)
      • Set BWTargetLocation = (Position of BerserkersWrathTarget)
      • If ((Level of Berserkers Wrath for BerserkersWrathCaster) Equal to 1) then do (Set Loops = 4) else do (Do nothing)
      • If ((Level of Berserkers Wrath for BerserkersWrathCaster) Equal to 2) then do (Set Loops = 9) else do (Do nothing)
      • If ((Level of Berserkers Wrath for BerserkersWrathCaster) Equal to 3) then do (Set Loops = 14) else do (Do nothing)
      • Unit - Make BerserkersWrathCaster Invulnerable
      • Animation - Change BerserkersWrathCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Unit - Move BerserkersWrathCaster instantly to BWTargetLocation
      • Selection - Remove BerserkersWrathCaster from selection
      • Custom script: call RemoveLocation(udg_BWTargetLocation)
      • Animation - Play BerserkersWrathCaster's attack animation
      • Unit - Cause BerserkersWrathCaster to damage BerserkersWrathTarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
      • Special Effect - Create a special effect attached to the chest of BerserkersWrathCaster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • For each (Integer A) from 1 to Loops, do (Actions)
        • Loop - Actions
          • Wait 0.30 game-time seconds
          • Set BWCastersCurrentLocation = (Position of (Triggering unit))
          • Set EG[1] = (Units within 600.00 of BWCastersCurrentLocation matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of BerserkersWrathCaster)) Equal to True)))
          • Set EG[1] = (Units within 600.00 of BWCastersCurrentLocation matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of BerserkersWrathCaster)) Equal to True))))
          • Set EG[2] = (Random 1 units from EG[1])
          • Custom script: call RemoveLocation(udg_BWCastersCurrentLocation)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in EG[1]) Greater than 0
            • Then - Actions
              • Unit Group - Pick every unit in EG[2] and do (Actions)
                • Loop - Actions
                  • Set PickedUnit = (Picked unit)
                  • Set PickedUnitsLocation = (Position of PickedUnit)
                  • Selection - Remove BerserkersWrathCaster from selection
                  • Unit - Move BerserkersWrathCaster instantly to PickedUnitsLocation
                  • Custom script: call RemoveLocation(udg_PickedUnitsLocation)
                  • Animation - Play BerserkersWrathCaster's attack animation
                  • Unit - Cause BerserkersWrathCaster to damage PickedUnit, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
                  • Special Effect - Create a special effect attached to the chest of BerserkersWrathCaster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
              • Custom script: call DestroyGroup(udg_EG[1])
              • Custom script: call DestroyGroup(udg_EG[2])
            • Else - Actions
              • Custom script: call DestroyGroup(udg_EG[1])
              • Custom script: call DestroyGroup(udg_EG[2])
              • Selection - Add BerserkersWrathCaster to selection for (Owner of BerserkersWrathCaster)
              • Animation - Change BerserkersWrathCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Unit - Make BerserkersWrathCaster Vulnerable
      • Selection - Add BerserkersWrathCaster to selection for (Owner of BerserkersWrathCaster)
      • Animation - Change BerserkersWrathCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Make BerserkersWrathCaster Vulnerable


Btw second trigger was from a guy on this forum.. Tinki3 is his name in the trigger comment.
 

Weep

Godspeed to the sound of the pounding
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I'm not sure why the first trigger would stop the cooldown, though I suspect it's because you're deducting mana at the "Begins casting" event, which might drop the unit's mana too low to cast the spell (and you are aware you're deducting 175 mana times the number of nearby units?), thereby canceling it. The trigger ought to use the event "Starts the effect of an ability". (FYI, the trigger leaks a point (Position of (Target unit of ability being cast)) and also the unit group.)

The second trigger has a problem commonly seen with GUI "blink strike" type abilities: using Move Instantly will interrupt a unit's actions, in this case, interrupting its casting and making the spell never enter cooldown. This can be prevented by pausing the casting unit immediately before moving it, and unpausing it immediately afterward.
 

The_Reaping

Member
Reaction score
2
I'm not sure why the first trigger would stop the cooldown, though I suspect it's because you're deducting mana at the "Begins casting" event, which might drop the unit's mana too low to cast the spell (and you are aware you're deducting 175 mana times the number of nearby units?), thereby canceling it. The trigger ought to use the event "Starts the effect of an ability". (FYI, the trigger leaks a point (Position of (Target unit of ability being cast)) and also the unit group.)

The second trigger has a problem commonly seen with GUI "blink strike" type abilities: using Move Instantly will interrupt a unit's actions, in this case, interrupting its casting and making the spell never enter cooldown. This can be prevented by pausing the casting unit immediately before moving it, and unpausing it immediately afterward.

Thanks for the help. I think the second one is fixed. If I remake the Dummy ability for the first skill maybe that'll fix the problem. I'll get back to you if it works or not.
 
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