You can use the "transient" flag, which will force the ability to only be usable while within range of the target point. Again though, might not be the right solution for you depending on your map.
Don't think you can get around this. Use "unit" instead of "player" if you can.
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How can an ability have 2 cooldowns?
You can use the charge field to have a separate cooldown for your abilities. Say if you wanted Spell X to have a 300 second cooldown, but not be usable within 60 seconds of Spell Y, you could use the charge field to link Spell X and Spell Y's 60 second charge cooldown while maintaining the 300 second independent cooldown. It's pretty nice, though kinda niche.
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Defer Cooldown flag works perfectly for this. TIL.
You can use the "transient" flag, which will force the ability to only be usable while within range of the target point. Again though, might not be the right solution for you depending on your map.
They are. In fact, an ability with a max charge of 1 with the "hide count" flag checked is indistinguishable from a standard cooldown. Try it!
Don't think you can get around this. Use "unit" instead of "player" if you can.
You can use the charge field to have a separate cooldown for your abilities. Say if you wanted Spell X to have a 300 second cooldown, but not be usable within 60 seconds of Spell Y, you could use the charge field to link Spell X and Spell Y's 60 second charge cooldown while maintaining the 300 second independent cooldown. It's pretty nice, though kinda niche.