| 09-24-2008, 01:57 PM | #2 |
Are you casting any spells by your hero or anything of that sort? There are many cases in which damage events occur for 0 damage, spells being one of them. Also, your spell is incredibly messy, have you even considered what can happen if a unit gets attacked multiple times by the hero? |
| 09-24-2008, 03:43 PM | #3 |
yes i have a trigger that checks if my unit casts a spell and then it turns the damage trigger off... but messy why? how can my unit attack several times and deal damage at the same time? you mean if i press A many times against the targeted unit?... i think it will only change the event in the damage trigger... or will something worse happen? EDIT: how can i detect a passive mana burn ability casted by an item (modified orb of lightning that casts mana burn) cos that item is messing with the skill... there is no way to make a condition like "type of damage taken == physical"? |
| 09-24-2008, 04:27 PM | #4 | |
Trigger: Set Bone_Breaker_Extra_Damage = (Damage taken)This would probably not work, since you don't have "unit takes damage" as primary event, but "unit being attacked" in previous trigger.
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| 09-24-2008, 05:01 PM | #5 |
yes it does coz in the first trigger i add the event "unit takes damage" to the second trigger... it means that after the first trigger is executed the second trigger has as event "(my attacked unit) takes damage" |
| 09-24-2008, 05:11 PM | #6 |
It won't "change" the event, it will add events. |
| 09-24-2008, 05:19 PM | #7 |
the events added wont replace the older ones? |
| 09-24-2008, 05:27 PM | #8 |
no, they will 'add' the events, not 'replace' them. A common workaround is to simply add every unit in the game(preplaced and those that enter the map while running) to that trigger, then put the unit you want to register the takes damage event for into a global variable, and in the conditions do a check (unit taking damage) == global_var, and in the actions set the global variable to (No Unit) again. |
| 09-24-2008, 06:46 PM | #9 |
im sorry but i dont see the difference into adding the units in the map 1 by 1 while beeing attacked by my unit and adding them all in 1 shot... i do store them into a global variable but i dont set the variable to "no unit" after... thats the only difference i see ... can you enlighten me? doing it my way, will add the same unit more than once to the same event? |
| 09-24-2008, 07:03 PM | #10 | |
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You're best off using a damage detection system for this, I'd recommend Rising_Dusk's IDDS. |
| 09-24-2008, 07:24 PM | #11 |
I suggest doing this the manual way, somehow managing to implement vJass system is not good for learning this. If I have time tomorrow or so, I'll build you an example trigger. However, some searching might give you the same results. |
| 09-24-2008, 08:30 PM | #12 | |
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| 09-24-2008, 09:55 PM | #13 |
well... any of those will do good if i can solve this in a clean way Thx guys for helping me on this ^^ ill take a look at the system while i wait for a reply from blubb-tech EDIT: i have 3 problems with IDDS: * This system is only applicable if all of the damage from spells in your map is triggered. The only way this system is useful is if the only damage units deal themselves is from attacks. * The system requires that all damage dealt via triggers be done using a function from the system rather than UnitDamageTarget(). * Requires no orb abilities, buffs, or abilities in general. there is also Captain Griffen's dds http://www.wc3campaigns.net/showthread.php?t=101865 and the one that caught my attention but scared the heck out of me http://www.wc3campaigns.net/showthread.php?t=102079 Anitarf... i know that it might be too much... but... would you help to implement your system in my map? |
| 09-25-2008, 09:54 AM | #14 | |||
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If you still want to go the ADamage route, I'll of course help the best that I can. |
