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Detecting Pulverize?

04-20-2009, 02:43 AM#1
AnarchoGrunt
Is there a way to detect Pulverize? Sorry if this has been already answered, I can't seem to find the thread.
04-20-2009, 06:49 AM#2
Chocobo
Pulverize is like Critical Strike, use a damage detection system instead and trigger the damage/effect (more flexible).
04-21-2009, 04:23 AM#3
Pyrogasm
It was recently discovered that you can give Critical Strike a buff that is detectable upon units. Perhaps this is also the case with Pulverize, but I don't know that that's been tested.
04-21-2009, 05:42 AM#4
Drain Pipe
rly? do you just modify the skill in WE or is it more complicated than that?
04-21-2009, 05:42 AM#5
Pyrogasm
Just give it a buff in the OE.

http://www.wc3c.net/showthread.php?t=98276
04-21-2009, 08:17 AM#6
Feroc1ty
The OE method was very impractical, if you want to do it to multiple units, you will have to have a timer of at the very least 0.5 seconds looping through every unit, it's best to simply implement or make a damage detection system, it's not all that hard really.
04-21-2009, 09:44 AM#7
akolyt0r
Quote:
Originally Posted by Feroc1ty
The OE method was very impractical, if you want to do it to multiple units, you will have to have a timer of at the very least 0.5 seconds looping through every unit, it's best to simply implement or make a damage detection system, it's not all that hard really.

it might work, when only one (or few) units have that ability ....
04-21-2009, 10:31 AM#8
fX_
you should know that critical strike stuns its target if it uses a buff. it stuns the target for the ability's duration. it doesnt show the regular stun buff/effect but it does stun it. i don't know how this stun interacts with the regular stun (whether they stack, negate each other, are regarded as the same buff).
04-21-2009, 11:30 AM#9
Chocobo
Stuns negate themselves (only the last applied takes effect and deletes old ones).
04-21-2009, 12:16 PM#10
TheKid
Then why is it that when I cast an 8-second stun Storm Bolt on a unit followed by a 1-second stun Storm Bolt the unit is stunned for 8 seconds, and not only one?
04-21-2009, 01:15 PM#11
dead_or_alivex
When multiple stuns are applied, the one with the longest duration takes precedence, not the latest one. Stun durations never get shorter (i.e. you can't shorten the duration of a stun applied previously by applying another one).
04-21-2009, 03:12 PM#12
DioD
critical with buff become bash it will stun unit (stop spells, interrupt actions, broke orders)
04-21-2009, 05:41 PM#13
Feroc1ty
Quote:
Originally Posted by akolyt0r
it might work, when only one (or few) units have that ability ....

You have to remember that you will have to loop through all of the units to actually check for the buff, you're not looking for units with the ability, but for units who receive the buff, that's why the person who created the system mentioned that his method was non MUI, his method involved detecting one unit critical striking another, with a loop of 0.2 seconds checking for buff.

Honestly, if you were to place a loop of 0.2 seconds going through every unit, it would be more practical to simply make your own pulverize(that could be abused), or damage detection system.

EDIT: I just thought of this, you could simply do it the regular way, but if the person abuses the stop attack (ex. he orders stop 3 times in a row), than cast a stacking attack speed slow on him, which will last 10 seconds, and be 50%. So if people try to abuse it, their attack speed will get slowed by 50% every 3 stops, or make it equivalent to the chance of it (activating*3).
04-22-2009, 05:29 AM#14
DioD
add some coundown for trigger (3 seconds will be ok)
04-22-2009, 05:37 AM#15
akolyt0r
Quote:
Originally Posted by Feroc1ty
You have to remember that you will have to loop through all of the units to actually check for the buff, you're not looking for units with the ability, but for units who receive the buff, that's why the person who created the system mentioned that his method was non MUI, his method involved detecting one unit critical striking another, with a loop of 0.2 seconds checking for buff.

No, you just have to loop trough the units around the unit which has the ability ...so you just have to register when a unit learns that ability, and then just enum the units around those units..