Watch out when duplicating Hydralisk. They made my game crash everytime a duplicated player hydralisk was killing an hostile unit. Very annoying bug I had to choose something else.
Look for the ability you created or one that already exists. You will see a line named 'Cost - Cost +'. In there, you can create as many different index you want, according to the number of effects (levels) you have under 'Effect - Effect'.
Index 0 = Dmg Effect 1 /
Index 1 = Dmg Effect 2 /
Index 2 = Dmg Effect 3 /
etc
I have an aura on my hero. It has 2 effects (apply behavior, search area) + 2 behaviors (2 buffs). One buff makes the enemy degenerate life until death.
The problem is when this buff kills the enemy, my main hero is not receiving any kill credits (so that means no XP). I tried to play with Stats - Kill credit+ on both buffs but it's never working. I also tried to add a "behavior enabled - Share experience" to both buff and nothing worked.
Alright I finally got it all working like I wanted.. had to put a wait trigger. Thanks again everyone, espcially Anthius. I could only do it with triggers, even the carrier thing couldn't do it like I wanted.
I don't quite get your question regarding the ability, but I will take a guess...
You can force an ability to be used through script actions, and you can manipulate it's cooldown (reset it, set it to max, etc). Why do you want to be able to use an ability during it's cooldown? doesn't that defeat the purpose of the cooldown?
It's just that my current triggers settings disable the ability once it is cast (IF conditions are met). And when it's disabled, the cooldown is just not working. It will just work once the ability is being enabled again. I want the ability to be ready after 10 seconds, disabled or not.
Basically the countdown only starts when the ability is enabled back again... it's not acting as an "overall" cooldown, it acts dependly of ability's stasus.
Man I don't know how to explain it lol... any way to copy/paste my damn trigger logics lol?
Anyway to disable an ability usage without really disabling it? Disabling an ability completely freeze cooldown and will only start if ability is enabled again.
I would like the cooldown time to go even if the ability can't be used. And I don't want to show/hide the skill button.
Thanks for the reply. This part of logic was already done. I just had a hard time to set variable on unit group. But now it works wonderful thanks again.
Now I just need to find how to make cooldown works even if the ability is disabled.
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Well nevermind I looked for the Hightemplar AI (psistorm) and learned from it. And it's working!
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I want an hostile unit to cast an ability when it sees a player. But when my player goes next to it, it does nothing at all.
I searched around the forums and couldn't find anything.
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@dreadslicer: Go
Ya I'm having issues with AI as well. I want to an hostile unit to use an Ability when it sees the player but can't figure it out.
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Watch out when duplicating Hydralisk. They made my game crash everytime a duplicated player hydralisk was killing an hostile unit. Very annoying bug I had to choose something else.
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@discordd: Go
Look for the ability you created or one that already exists. You will see a line named 'Cost - Cost +'. In there, you can create as many different index you want, according to the number of effects (levels) you have under 'Effect - Effect'.
Index 0 = Dmg Effect 1 / Index 1 = Dmg Effect 2 / Index 2 = Dmg Effect 3 / etc
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Okay I could deal with the issue with triggers so far... but it's not perfect..
but if you guys still know a solution through data values, I would apreciate it thanks.
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Damn I'm sick of not knowing what to do...
I have an aura on my hero. It has 2 effects (apply behavior, search area) + 2 behaviors (2 buffs). One buff makes the enemy degenerate life until death. The problem is when this buff kills the enemy, my main hero is not receiving any kill credits (so that means no XP). I tried to play with Stats - Kill credit+ on both buffs but it's never working. I also tried to add a "behavior enabled - Share experience" to both buff and nothing worked.
I appreciate your help..
This is the aura: http://starcraft.incgamers.com/forums/showthread.php?t=3883
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Wow! I have this bug too with duplicating hydralisks! It crashes in game when my duplicated hydralisks are killing a unit!
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@Wanny1: Go
Alright I finally got it all working like I wanted.. had to put a wait trigger. Thanks again everyone, espcially Anthius. I could only do it with triggers, even the carrier thing couldn't do it like I wanted.
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It's just that my current triggers settings disable the ability once it is cast (IF conditions are met). And when it's disabled, the cooldown is just not working. It will just work once the ability is being enabled again. I want the ability to be ready after 10 seconds, disabled or not.
Basically the countdown only starts when the ability is enabled back again... it's not acting as an "overall" cooldown, it acts dependly of ability's stasus.
Man I don't know how to explain it lol... any way to copy/paste my damn trigger logics lol?
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@Diablito816: Go
Worth looking into. I'll check it out.
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Well since we're at it...
Anyway to disable an ability usage without really disabling it? Disabling an ability completely freeze cooldown and will only start if ability is enabled again.
I would like the cooldown time to go even if the ability can't be used. And I don't want to show/hide the skill button.
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@Anthius: Go
Thanks for the reply. This part of logic was already done. I just had a hard time to set variable on unit group. But now it works wonderful thanks again.
Now I just need to find how to make cooldown works even if the ability is disabled.
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Nice thanks everyone
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Ah so that's how you set multiple units?