Spell Cooldown Problem

CuteCumber

Member
Reaction score
4
Erm, i have a spell with cooldown problem. It is a omnislash(DotA) spell. I set the cooldown 17 seconds in the object editor. It came cooldown normally when i disable the trigger, but when i enable the trigger, even the spell is cast, there is no cooldown counting down, and spammable, lol. Please help me on it, it maybe the trigger's problem.
Trigger:
  • Twinislash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Twinislash
    • Actions
      • Set o = (Triggering unit)
      • Set t = (Target unit of ability being cast)
      • Set tl = (Position of t)
      • Set loops = (1 x (Level of Twinislash for (Triggering unit)))
      • Unit - Make o Invulnerable
      • Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Selection - Remove o from selection
      • Unit - Move o instantly to tl
      • Custom script: call RemoveLocation(udg_tl)
      • Animation - Play o's attack animation
      • Unit - Cause o to damage t, dealing 75.00 damage of attack type Hero and damage type Normal
      • Special Effect - Create a special effect attached to the chest of o using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
        • Do Multiple ActionsFor each (Integer A) from 1 to loops, do (Actions)
          • Loop - Actions
            • Wait 0.30 game-time seconds
            • Set o_current_loc = (Position of o)
            • Set EG[1] = (Units within 600.00 of o_current_loc 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 o)) Equal to (==) True) and ((((Matching uni
            • Set EG[2] = (Random 1 units from EG[1])
            • Custom script: call RemoveLocation(udg_o_current_loc)
              • Multiple FunctionsIf (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 p = (Picked unit)
                      • Set pl = (Position of p)
                      • Selection - Remove o from selection
                      • Unit - Move o instantly to pl
                      • Custom script: call RemoveLocation(udg_pl)
                      • Animation - Play o's attack animation
                      • Unit - Cause o to damage p, dealing 75.00 damage of attack type Hero and damage type Normal
                      • Special Effect - Create a special effect attached to the chest of o 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 o to selection for (Owner of o)
                  • Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                  • Unit - Make o Vulnerable
      • Selection - Add o to selection for (Owner of o)
      • Animation - Change o's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Make o Vulnerable


Thank you!

P.S. - Trigger by Tink3.
 

emilemil1

New Member
Reaction score
20
Change the event to - A unit Finishes casting an ability

Pretty sure it fixes it, if not, try to add a 0.01 second wait in the beginning of the trigger (with the above event)
 
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