Let's say you give a unit an ability with a range of 4. You make it Time Use. Cast the ability on a unit at 10 range, your unit approaches and casts the spell, and THEN the cooldown begins.
If you had made the cooldown with Time Start, the minute you target a unit regardless of range, the cooldown begins. This essentially forces a player to "commit" to the ability or suffer a cooldown period.
I would imagine it might not work with Zealot Charge because it's an autocast ability... ??
Also, are you sure you Cost > Time Start in the Cooldown section and not the Charge section of the Cost?
Let's say you give a unit an ability with a range of 4. You make it Time Use. Cast the ability on a unit at 10 range, your unit approaches and casts the spell, and THEN the cooldown begins.
If you had made the cooldown with Time Start, the minute you target a unit regardless of range, the cooldown begins. This essentially forces a player to "commit" to the ability or suffer a cooldown period.
I would imagine it might not work with Zealot Charge because it's an autocast ability... ??
Also, are you sure you Cost > Time Start in the Cooldown section and not the Charge section of the Cost?
Usually, Time Start behaves like the op assumed, it sets the spell on cooldown initially. For Augment abilities, this seems to work differently, just tested it.
Ahh I see. I was always under the impression it would trigger the cooldown the minute you chose a target... perhaps at the time(A while ago) I did not have "Wait to Spend" checked in the Ability's flags?
Why doesn't Cost > Time Start work with Augment type Ability such as Charge?
Assuming Time Start is the time (in second) required before such ability become available to use.
@dragooness: Go
Let's say you give a unit an ability with a range of 4. You make it Time Use. Cast the ability on a unit at 10 range, your unit approaches and casts the spell, and THEN the cooldown begins.
If you had made the cooldown with Time Start, the minute you target a unit regardless of range, the cooldown begins. This essentially forces a player to "commit" to the ability or suffer a cooldown period.
I would imagine it might not work with Zealot Charge because it's an autocast ability... ??
Also, are you sure you Cost > Time Start in the Cooldown section and not the Charge section of the Cost?
Usually, Time Start behaves like the op assumed, it sets the spell on cooldown initially. For Augment abilities, this seems to work differently, just tested it.
@Kueken531: Go
Ahh I see. I was always under the impression it would trigger the cooldown the minute you chose a target... perhaps at the time(A while ago) I did not have "Wait to Spend" checked in the Ability's flags?
@Kueken531: Go
Then how would one go about making the effect of Time Start on Augment Ability?
I assume the work-around would be trigger, can someone give me an example map?
@Kueken531: Go
@BorgDragon: Go
Could one of you update the wikipage for the augment ability then?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I just created an autocastable Effect-Instant ability instead.
Just apply the same Validators (with some slight adjustment) in the Autocast Validator of the Ability (Effect-Instant).
This way, it is kinda like Ability-Augments, but with working Time Start.