| 03-27-2007, 10:09 AM | #1 |
I notice certain spells like storm bolt,blink and others, even if u put the cooldown as 0secs, it does take like 1 sec for the spell to work. Does any1 know a way around this?? I wanna make a dummy spell that works instantly, totally instant. For one thing if i make it such that when player cast storm bolt, he instantly moves to the target location[using trigger], i have to put some wait time on the trigger or the spell will not work. The storm bolt will not occur but the target will teleport instantly to the location and the SPELL will not be on cooldown. Or does any1 know how 2 manually add cooldown by triggers or perhaps a jass code line.Thanks for your help :) |
| 03-27-2007, 10:16 AM | #2 |
You cannot set a cooldown of a specific spell at all unfortunantly. However, you can reset ALL spell cooldowns. There's a GUI version of this, probably under the catagory UNIT, but this is the customscript(jass) version: JASS:UnitResetCooldown(GetLastCreatedUnit()) Which would reset all the cooldowns of the last created unit. Adding and removing the ability might cool it down, I'm not sure though. |
| 03-27-2007, 10:19 AM | #3 |
1.) Reduce the animation time to 0.00 should be what you're looking for. 2.) To make a manual cooldown you might use a boolean, then detect if a unit begins casting the ability, pause it, check for the boolean if it's true then order the unit to stop else you do nothing afterwards unpause the unit. And if you ask now why begins casting an ability instead of starts the effect of an ability, it's pretty simple, begins casting fires before the unit actually cast the ability so no mana will be consumpted <<< Still in Cooldown == No mana == Oder unit to stop |
| 03-27-2007, 10:38 AM | #4 | |
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I c,thanks for your help Fireeye and Blackroot. Seems it was a good idea to come here, got alot of experts around. |
| 03-27-2007, 07:30 PM | #5 |
Found this over at TheHelper.net, give credits to Andrewgosu: JASS:function UnitResetSpecificCooldown takes unit WhichUnit, integer AbilCode returns nothing local integer i = GetUnitAbilityLevel( WhichUnit, AbilCode ) if ( i != 0 ) then call UnitRemoveAbility( WhichUnit, AbilCode ) call UnitAddAbility( WhichUnit, AbilCode ) call SetUnitAbilityLevel( WhichUnit, AbilCode, i ) endif endfunction Trigger: ![]() Set Reset_Unit = (Triggering Unit) <Or whatever unit>
![]() Set Reset_Ability = Animate Dead <Or whatever ability>
![]() Custom script: call UnitResetSpecificCooldown(udg_Reset_Unit, udg_Reset_Ability) |
| 03-27-2007, 07:41 PM | #6 |
That's such a captain obvious function, but I could swear I saw it way before and not by that person Edit: Hell yeah: http://www.wc3jass.com/viewtopic.php?t=2056 |
| 03-27-2007, 07:47 PM | #7 | |
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Thinking of this: http://www.wc3jass.com/viewtopic.php?t=2056 ? Edit: lawl I call hax |
| 03-28-2007, 01:15 AM | #8 | |
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| 03-28-2007, 01:17 AM | #9 |
Now that I read the first post, it doesn't really have anything to do with cooldown, does it? skurai: If you want instant casting, there are stuff like caster back swing point and other things like that influence the little delay you noticed, but the only spells that can be made really instant are berserk and wind walk. |
| 03-28-2007, 09:49 AM | #10 | |
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Well I solved it by removing the ability,wait 8secs and adding the ability back in lol.I used triggers ermm i get this message "This forum requires that you wait 600 seconds between posts. Please try again in 289 seconds." .. Is this a joke? 10 mins? omg. |
| 03-28-2007, 11:19 AM | #11 |
You can't double post :p |
| 03-28-2007, 02:45 PM | #12 | |
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That's a feature that was implemented at some point last year when the forum was getting spammed. Iirc, it's only active for a month after you join or something. I do think it's excessive as a general rule though, 5 minutes might be more reasonable. |
| 03-28-2007, 05:09 PM | #13 | |
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That's the basis of the Caster System, I believe. |
| 03-28-2007, 07:29 PM | #14 |
All you do is change Unit - Spell backswing time. This is how long a unit must 'stand' when he casts a spell. |
