Closed Abab-bk closed 1 year ago
Hello thank you for reporting.
May I ask you to write something to reproduce the behaviour and understand what do you expect against what you get?
Thank you.
A small repo would help a lot.
Like " https://github.com/OctoD/godot-gameplay-systems/blob/main/docs/ability-system.md" said. (I'm just following the documentation) I created a script that creates an extension class Ability. And wrote the activate() method. Then I set its cooldown to 3.0 in the inspector. When I tried calling activate() multiple times, it took effect, completely ignoring the 3.0 cooldown I had set. Would appreciate it if you could look into this.
OctoD @.***> δΊ2023εΉ΄10ζ16ζ₯ε¨δΈ 20:58ειοΌ
Hello thank you for reporting.
May I ask you to write something to reproduce the behaviour and understand what do you expect against what you get?
Thank you.
A small repo would help a lot.
β Reply to this email directly, view it on GitHub https://github.com/OctoD/godot-gameplay-systems/issues/43#issuecomment-1764433417, or unsubscribe https://github.com/notifications/unsubscribe-auth/ANFXJBDTKWRY3JTZOLOMNPTX7UVRDAVCNFSM6AAAAAA6A45EY2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTONRUGQZTGNBRG4 . You are receiving this because you authored the thread.Message ID: @.***>
Did you try to add a tag to Cooldown Start
and To Remove On Cooldown End
ability properties?
(If you are creating the ability programmatically these properties can be set by code as tags_cooldown_start
andtags_to_remove_on_cooldown_end
.
This part is actually missing from the docs, maybe this should fix the issue.
You can see them in action in res://examples/simple_2d_platformer/player/player.tscn
, clicking on the AbilityContainer
node and then browsing the assigned abilities.
Thank you!
ok, thanks.
Needless to say, create an Ability, then set the cooldown, which will be reactivated if I call activate () .