| 02-03-2003, 04:57 AM | #1 |
Guest | Can this be done in some way? I know the "self/non-self" check boxes are useless for this purpose, cuz I tried them. Does someone know another way? if I can prevent splash from hurting my own units from say.. a ground attack, I could potentially create specialized attack immunity. I won't tell you how at the moment, but if someone can explain the splash thing sufficiently, I will. |
| 02-03-2003, 05:16 AM | #2 |
This method is IMPERFECT. I'm warning you now that if your units have MEGA splash, that it will effect some units. This is meant for a splash radius of about half a unit or basically if one unit is in the splash area at a time. Event: Unit is issued an order targeting a point (attack ground) Condition: Unit is (unit you want splash immune) Action: Move Region# (player number) to Event Response - Issued area of order (Moves the Region to your target point) Event: Unit enters region #(player number) Condition: Unit is owned by player = player numbered region Action: Store unit in UnitArray(unit)[#] where number is player number Store unit health in UnitHealth(integer)[#] where number is player number Event: UnitArray[#] life becomes Less than UnitHealth[#] (where unit is player number) Condition: Attacking unit is controlled by Player # = UnitArray # Action: Set Unit life to UnitArray[#] That may or may not work right...I'm not totally sure, but give it a go |
| 02-04-2003, 02:30 AM | #3 |
Guest | Actually, I did something simpler. I changed all my units to be classified as "wards" and took wards off the splash targets (usually it's not on there in the first place). Then I went and editted abilitydata.slk for any allied spells and auras which I used so they can affect wards and then added the file to my map. Although I just realized though that I can't make any units be immune to certain kinds of splash, which affects my quest to make selective attack immunity. Nevertheless, I have discovered the "unit is attacked" event can be used to trigger an HP addition or subtraction via a set real variable action attached to it. Unfortunately, the hp are already added or subtracted before the projectile gets there, so for this to be realistic, the projectile has to travel pretty fast and the cooldown has to be pretty low. It's an imperfect method, but it works. Unfortunately, it doesn't work for splash damage because the unit is technically not attacked. :( |
| 02-05-2003, 06:22 AM | #4 |
Guest | Check 'enemy' instead of structure/air/ground in area of effect of that splash attack. |
