Firing Cooldown Problem

Magoiche

Member
Reaction score
20
Well i made a dummy spell base on summon war eagle.
I trigger enhanced it.
But when i use the spell it cooldowns don't fire
I tried with thunder clap and everything that is non targetable =X

Why it's cooldown don't fire?
Something in object editor?
 
1

131ackout

Guest
How come that everyone is from different countries?

Anyway, what do you mean? Didn't understand, please explain more.

Or, you meant a spell to fire while its cooldown?
 

Malkier

New Member
Reaction score
2
post the trigger.. it is very difficult to know what is wrong with something you can't see :banghead: if someone wants to know what is wrong with their trigger they should post it straight away imo
 

Magoiche

Member
Reaction score
20
i dind't post it because i don't know where is the problem...
I thought it is in the object editor but don't.

Code:
S Settings
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to (==) Sine 
    Actions
        -------- Don't Change --------
        Set S_Caster = (Triggering unit)
        Set S_CasterOwner = (Owner of (Triggering unit))
        Set S_CasterPosition = (Position of S_Caster)
        Set S_DummyCasterDistance = (Distance between S_CasterPosition and (Position of (Random unit from S_WheelGroup)))
        Set S_ProjectileDistance = 150.00
        -------- Change --------
        Set S_DamageBase = 10.00
        Set S_DamageSineMultiplier = 10.00
        Set S_DamageSine = ((Abs((Sin((Random angle))))) x (Real((Level of Sine  for S_Caster))))
        Set S_Range = 1000.00
        Set S_NumberOfProjectiles = 6
        Set S_AngleMultiplier = 60.00
        Set S_Speed = 5.00
        Set S_DamageFormula = ((S_DamageBase x (Random real number between -0.01 and 5.00)) + (S_DamageSineMultiplier x S_DamageSine))
        Trigger - Run S Projectile Creation <gen> (ignoring conditions)
Code:
S Projectile Creation
    Events
    Conditions
    Actions
        Unit - Order S_Caster to Stop
        Unit - Remove S_DummyCaster from the game
        Unit - Create 1 Math Projectile for S_CasterOwner at S_CasterPosition facing 270.00 degrees
        Set S_DummyCaster = (Last created unit)
        Set S_DummyCasterPosition = (Position of S_DummyCaster)
        Unit Group - Pick every unit in S_WheelGroup and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
         Do Multiple ActionsFor each (Integer S_Loop) from 1 to S_NumberOfProjectiles, do (Actions)
            Loop - Actions
                Set S_WheelPoint = (S_CasterPosition offset by S_ProjectileDistance towards ((Real(S_Loop)) x S_AngleMultiplier) degrees)
                Unit - Create 1 Math Projectile for S_CasterOwner at S_WheelPoint facing Default building facing (270.0) degrees
                Unit Group - Add (Last created unit) to S_WheelGroup
                Unit - Set the custom value of (Last created unit) to (S_Loop x (Integer(S_AngleMultiplier)))
                Custom script:   call RemoveLocation (udg_S_WheelPoint)
                Custom script:   set udg_S_WheelPoint = null
                Set S_ProjectileDistance = 150.00
        Set S_Grow = True
        Trigger - Turn on S Calculation <gen>
        Trigger - Turn on S Effects <gen>
        Trigger - Turn on S Damage <gen>
Code:
S Damage
    Events
        Time - Every 0.90 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within (S_DummyCasterDistance + 20.00) of S_DummyCasterPosition matching (((Matching unit) belongs to an enemy of S_CasterOwner) Equal to (==) True)) and do (Actions)
            Loop - Actions
                Unit - Cause S_DummyCaster to damage (Picked unit), dealing S_DamageFormula damage of attack type Spells and damage type Normal
Code:
S Calculation
    Events
        Time - Every 0.90 seconds of game time
    Conditions
    Actions
        Set S_DamageFormula = ((S_DamageBase x (Random real number between 0.00 and 5.00)) + (S_DamageSineMultiplier x S_DamageSine))
Code:
S Effects
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Set S_WheelAngle = (S_WheelAngle + S_Speed)
        Set S_DummyCasterDistance = (Distance between S_DummyCasterPosition and (Position of (Random unit from S_WheelGroup)))
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                S_ProjectileDistance Greater than or equal to (>=) S_Range
            Then - Actions
                Set S_Grow = False
            Else - Actions
                Set S_Grow = True
        Set S_WheelAngle = (S_WheelAngle + S_Speed)
        Set S_DummyCasterDistance = (Distance between S_DummyCasterPosition and (Position of (Random unit from S_WheelGroup)))
         Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                S_Grow Equal to (==) True
            Then - Actions
                Set S_ProjectileDistance = (S_ProjectileDistance + S_Speed)
                Set S_DummyCasterDistance = (Distance between S_DummyCasterPosition and (Position of (Random unit from S_WheelGroup)))
            Else - Actions
                Unit Group - Pick every unit in S_WheelGroup and do (Actions)
                    Loop - Actions
                        Unit - Explode (Picked unit)
                Set S_WheelAngle = 0.00
                Unit - Explode S_DummyCaster
                Trigger - Turn off (This trigger)
                Trigger - Turn off S Damage <gen>
                Trigger - Turn off S Calculation <gen>
        Unit Group - Pick every unit in S_WheelGroup and do (Actions)
            Loop - Actions
                Set S_WheelPoint = (S_DummyCasterPosition offset by S_ProjectileDistance towards ((Real((Custom value of (Picked unit)))) + S_WheelAngle) degrees)
                Unit - Move (Picked unit) instantly to S_WheelPoint
                Unit - Make (Picked unit) face C_CasterPosition over 0.00 seconds
                Custom script:   call RemoveLocation (udg_S_WheelPoint)
                Custom script:   set udg_S_WheelPoint = null
 

Flare

Stops copies me!
Reaction score
662
Yup, spell event is the problem. Change it to Starts the Effect of an Ability. You are running a trigger when the first trigger fires (second trigger is issuing a stop order, and begins casting an ability occurs during the animation before the spell actually starts).

The lesson:
Don't use Begins Casting an Ability -UNLESS- you want to prevent the unit from casting (if you have a triggered mana cost, for example). Begins casting an ability is unreliable since if you get the timing right, you can issue a stop order, and have no cooldown/mana wasted
 
1

131ackout

Guest
you meant the cooldown set to 0, no cooldown?

if so, just set the cooldown to 0. If didnt work, set the cooldown to 0.10, something like that, i think.

EDIT: Nvm that, I think Flare's idea might work.
 

Malkier

New Member
Reaction score
2
Code:
Unit - A unit Begins casting an ability
change this to Unit - A unit starts the effect of an ability.
 
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