| 01-22-2010, 01:55 AM | #1 |
Yes, how to make a unit unattackable, but still take damage from any effects on him (poisons, etc), without coding the poison, and being able to return the unit to normal. Im hoping for some simple ability or unit setting. If not, I guess I must resort to scripting the poison damage. |
| 01-22-2010, 07:42 AM | #2 |
I don't have any experience trying anything like this, but would it be possible to set the poison spell to allow damage to Invulnerable in the Target Allowed field? |
| 01-22-2010, 08:18 AM | #3 |
Event: a unit is being attacked Condition: Attacked unit is in safeGroup equal to true Action: Order attacking unit to stop |
| 01-22-2010, 09:15 AM | #4 |
You could try giving the unit the ancient or the suicidal classification and then make all attacks unable to target units with that classification. |
| 01-22-2010, 09:35 AM | #5 |
Or he could change the target type, which results in the same thing. |
| 01-22-2010, 10:42 AM | #6 |
Evasion 100% ?? |
| 01-22-2010, 11:26 AM | #7 |
make it invisible. |
| 01-22-2010, 12:22 PM | #8 | |
Quote:
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| 01-22-2010, 01:47 PM | #9 |
why not? nobody will attack invisible units but all affects will be at place. |
| 01-22-2010, 02:09 PM | #10 |
Actually the Berserk ability that the Troll Berserkers have, can be modified so that the field with "damage multiplier" value has a negative value, and the unit that has it won't take any damage from attacks for it's duration. It's not important what's the value of the field as long as it is negative (maybe it can even be 0, I don't remember correctly). Not sure how this affects poison and suck, but, it's worth trying. |
| 01-22-2010, 02:10 PM | #11 |
You would just make the unit invisible for not being able to be attacked? Well, that's just ridiculous. |
| 01-22-2010, 02:19 PM | #12 |
In the field Combat - Targeted As, you can use a designation like Decoration to make a unit unattackable, since nothing in the game (in my experience) can target decoration. It's the designation used by non-targetable destructables. Unfortunately, that unit field cannot be changed on-the-fly, so it's only useful in conjunction with Chaos for your purposes. EDIT: Quite an inelegant solution. |
| 01-22-2010, 07:03 PM | #13 | |
Quote:
See, I knew I was forgetting something. Simple yet effective. The problem I was having with abilities to reduce physical damage / avoid it, etc was that the unit would still be a "valid target" in the game engine and the attacks would be "wasted" on it, instead of attacking a target that isn't flagged. |
| 01-25-2010, 08:10 AM | #14 |
You can trigger an attacktarget changer, if target is in group you check for other units around which are attackable and force him to attack another one?^^ |
| 01-25-2010, 08:25 AM | #15 |
Would rather not have an unit is attacked event for a TD.... plus, the ancient was super easy to implement... JASS:function canBeAttacked takes Waypoint w, unit u returns nothing call UnitRemoveType(u, UNIT_TYPE_ANCIENT) endfunction function cannotBeAttacked takes Waypoint w, unit u returns nothing call UnitAddType(u, UNIT_TYPE_ANCIENT) endfunction ... call waypoint[n].addOnEnter(canBeAttacked) call waypoint[n2].addOnEnter(cannotBeAttacked) ... |
