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Damage Indcator

07-13-2003, 04:39 PM#1
playamarz
For anyone out there that wants to show damage via floating text... Stop.. And don't do it.. If you did it that way you'd have to keep track or everyone's health and who is attacking who and man.. It would only work 50% of the time and that would be a pain... But..

I've come up with a way easily..

GO into TFT WE and modify the Critical Strike Ability.. Or just make a new one... Call it Damage Indicator. Set it to a unit ability and make it's button not show up.. No button at all. Use a spot that you won't use either.. Like 1, 1. Then...

Critical Strike.. Chance to use 100%, dmg modifier 1. That way it doesn't double the dmg and it ALWAYS does it :)
07-13-2003, 04:44 PM#2
Bl4ck1E
Nice idea, thanks!
07-13-2003, 04:52 PM#3
Agent KillStuff
Very nice, indeed.
07-13-2003, 04:57 PM#4
Bl4ck1E
Eeks it just didnt work for me :bgrun:
07-13-2003, 05:11 PM#5
weaaddar
you do realize that when using the unit is attacked there is a function to get the damage done?
It works well (the function was UMSWE Function or Custom Text function)
07-13-2003, 05:16 PM#6
playamarz
Yeah But then you have to set up a floating text where it rises and that can be a pain in the arse..

I tried it also.. Works well in my map right now.. Double check your settings and everything.. Make sure you are making it a hero spell.
07-13-2003, 06:08 PM#7
Starcraftfreak
Quote:
Originally posted by weaaddar
you do realize that when using the unit is attacked there is a function to get the damage done?
It works well (the function was UMSWE Function or Custom Text function)

The thing is in the old normal RoC WE. It is the Event Response to Specific unit Event - Unit Takes damage. The only problem is that this event is only available as specific unit event, not as generic unit event (I would need that for custom damage systems).
07-14-2003, 10:53 AM#8
Bl4ck1E
Hm for some reason I still see the button
07-14-2003, 11:42 AM#9
NavARXIDA
Very nce ... saved me from a nasty trigger ...