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Is damage area good for anything?

09-21-2004, 02:48 AM#1
Grater
I did some preliminary playing around with the new damage area trigger, this is what it seems to do:
Damage all targets in the area for the specified amount after the specified delay.

Now here's the problem, it's too damn indiscriminate. There seems to be no "Targets Allowed" and it doesn't seem to care about spell immune / mechanical regardless of the damage type selected, although spell immune/ethereal works in expected ways with the magic/non magic attack type.
So it seems to me that it'll only be useful in very limited circumstances, that is, spells or splash attacks that indiscriminately harm all units of all classifications. I can't think of any from melee offhand, splash attacks that hurt friendlies don't hit air, or have a separate anti-air attack that doesn't splash, or doesn't splash ground. And uh, most splash attacks don't hurt friendlies. Then for spells, for a start, they do spell damage, not magic, and spell damage can hit spell immunes because of ultimates. Most spells don't hit *something*, be that friendlies, air, spell immunes, mechanical…
And if that wasn't enough, it doesn't seem to feature damage capping or any of that possibly useful stuff.

So my current assessment of “damage area� is completely unusable. Don't get me wrong, there's a lot of very useful functions in 1.17, but “damage area� just isn't one of them.
(unless of course I'm missing something)

edit: Okay I have found one thing. Damage type set for FIre, Mind etc doesn't harm spell immunes. So blizzard/RoF can be made... minus the damage cap. So my assessment that it cannot be used for any melee unit or ability holds true.
09-21-2004, 03:57 AM#2
TheNyne
First off, no trigger is meant for a 'melee' map. :P

But anyway, what the trigger does, is basicly like a normal attack. It takes everything into consideration except the spell immunity ability. Why? Because you can program it to be counted in(conditions).

Also, it is very useful for trigger abilities. Instead of doing the old damage style, now, using this you save alot of triggers that would give gold, lumber, experience, etc. So it is actually really nice. Sure, it doesn't serve much purpose either than trigger abilities. People will come up with ways(it just came out after all).

I am already using it in my custom attack system. It took off a good 15-25 lines of coding for my paticular system. Here, take a look(don't worry about variables, and my system has a chance in it to critical strike so...yea):
Code:
Attack
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Attack 
    Actions
        Set DMGDelt = ((Random real number between DMGMin and DMGMax) + DMGBonus)
        Unit - Create 1 Attack Checker for (Owner of PlayerHero) at (((Position of PlayerHero) offset by (0.00, 0.00)) offset by 75.00 towards ((Facing of PlayerHero) + 0.00) degrees) facing Default building facing degrees
        Set DMGRange = (Last created unit)
        Animation - Change DMGRange's vertex coloring to (0.00%, 0.00%, 0.00%) with 100.00% transparency
        Unit Group - Pick every unit in (Units within 100.00 of (Position of DMGRange) matching ((Matching unit) Not equal to PlayerHero)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Picked unit) Not equal to DMGRange
                        (Owner of (Picked unit)) Not equal to Neutral Passive
                    Then - Actions
                        Set CriticalChance = (Random real number between 1.00 and 100.00)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                CriticalChance Less than or equal to CriticalChance_PCT
                            Then - Actions
                                Set DMGDelt = (DMGDelt x 2.00)
                                Unit - Order PlayerHero to damage (Picked unit) for DMGDelt using attack type Hero and damage type Normal.
                            Else - Actions
                                Unit - Order PlayerHero to damage (Picked unit) for DMGDelt using attack type Hero and damage type Normal.
                    Else - Actions
                        Do nothing
        Unit - Remove DMGRange from the game
        Set DMGRange = No unit

I also have a custom getting attacked trigger that uses the function, but I don't need to show it. :P

BTW this is only for player 1 because I'm using it in a campaign I am making, not meant for b.net, although I can do that(using the same system).
09-21-2004, 05:03 AM#3
Grater
Sadly you missed the point, by not reading the post I expect. You are using "Damage Unit" not "Damage Area" and my first post didn't even mention "Damage Unit".

Really, what I'm wondering is, why is Damage Area there at all when it can't be used for anything?
09-21-2004, 12:16 PM#4
TheNyne
Quote:
Originally Posted by Grater
Sadly you missed the point, by not reading the post I expect. You are using "Damage Unit" not "Damage Area" and my first post didn't even mention "Damage Unit".

Really, what I'm wondering is, why is Damage Area there at all when it can't be used for anything?

Oh, I thought you meant both of them.

Well, for damage area, all I can think of, is a spell that you click on an enemy unit, and then it does AoE damage to all units in a radius of that targeted unit. And if you're really good, you can have that damage AoE bounce. :D
09-21-2004, 03:39 PM#5
image
I know this is off topic but, you know in your trigger you have DMGmin and DMGmax, do these change when the units attack damage changes and if so how did you set them because i can't work out how to set something to a unit attack. The way i tried, which didn't work was to do the raw data code like in the tooltips of critical strike.ty
09-21-2004, 04:22 PM#6
Vexorian
Damage Area is just an option for people that don't know anything, most of the times it would be better to pick all the units in the range of the point and check their classification then use the damage unit function.