| 03-25-2005, 07:08 AM | #1 |
Heres what I have: Valmanway Events Advanced - Any unit takes damage Conditions (Item-type of (Item carried by (Damage source) in slot 1)) Equal to Valmanway Actions Advanced - Create at Attach Point - Origin of (Triggering unit) the Abilities\Spells\Other\Charm\CharmTarget.mdl effect lasting 5.00 seconds Wait 0.25 seconds Sound - Play MetalMediumSliceFlesh1 <gen> at 100.00% volume, attached to (Triggering unit) Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Damage taken)) Wait 0.25 seconds Sound - Play MetalMediumSliceFlesh3 <gen> at 100.00% volume, attached to (Triggering unit) Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Damage taken)) What I want it to do is when the unit hits another with the weapon in slot 1, it shows the special effect and damages it 2 more times with the slashing sound. I've tried multiple things and found that the problem is that the "Damage Source" event response doesn't work. Any idea? |
| 03-25-2005, 07:12 AM | #2 |
Switch it to attacking unit... |
| 03-25-2005, 07:15 AM | #3 | |
Quote:
Doesn't work. The event response has to correspond to the source of the "Damage Taken". |
| 03-25-2005, 07:24 AM | #4 |
This is the condition I came up with. Code:
((Item carried by (Attacking unit) of type Valmanway) is owned) Equal to True |
| 03-25-2005, 07:25 AM | #5 | |
Quote:
I got that working, now im stuck. How can i determine the amount of damage the unit just did or will do? |
| 03-25-2005, 07:33 AM | #6 |
Oh, man that a difficult one. I don't think its possible. Maybe there is a variable or something for it. I'll keep looking though. |
| 03-25-2005, 07:37 AM | #7 |
The advanced trigger is broken. If only it worked. I'll have to find another way then i guess... |
| 03-25-2005, 07:38 AM | #8 |
Sorry, I did the best I could. |
| 03-25-2005, 11:38 AM | #9 |
Its an event response under reals, damage taken. |
| 03-25-2005, 12:02 PM | #10 |
Here's my code fr it, it using regular triggers: Code:
Valmanway Events Unit - Unit is attacked Conditions ((Attacking Unit) has an item of type Valmanway) Equal to True Actions Special Effect - Create a special effect attached to the origin of (Attacked Unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl Sound - Play MetalMediumSliceFlesh1 <gen> at 100.00% volume, attached to (Triggering unit) Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Damage taken)) Wait 0.25 seconds Sound - Play MetalMediumSliceFlesh3 <gen> at 100.00% volume, attached to (Triggering unit) Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Damage taken)) Wait - 4.50 seconds Special Effect |
| 03-25-2005, 12:05 PM | #11 |
Kindly tell me exactly what that is because it looks like to me that its a triple damage trigger which doesnt really make any sense to me because thats not really what we were talking about at all. |
| 03-25-2005, 12:47 PM | #12 |
The "Damage taken" function is an event response that works only with the "specific unit event - a unit takes damage". It definitely won't work with "unit is attacked" event, as CyborgDragon proposed, and maybe that's also the reason it didn't work before, because you used an advanced WEU event. The "damage source" response apparently works with this event, but that's only because it's an older event, I think, the "damage taken" was added more recently and maybe the WEU's event doesn't work with it... at least, I find no other reason why the above trigger wouldn't work, except if perhaps the damage event responses have the same problem as cast event responses... If you, instead, were to add with some other trigger a specific unit event to this trigger for each unit that entered playable map area, then maybe it would work, because the "damage taken" event response will then surely work. And instead of substracting life, why don't you use the new 1.17 functions to deal damage directly to the target, thus granting experience and bounty if the triggered damage would kill the unit. |
| 03-25-2005, 05:50 PM | #13 |
He's asking for a condition that checks the amount of damage done or about to do, not what item was carried by the unit getting attacked. He said that he already figured out the condition for if the unit is carrying the item. |
| 03-25-2005, 08:06 PM | #14 |
The "damage taken" doesn't work for some reason. Although I'm using world editor unlimited, so ill try it in regular WE. What I'm trying to do is make a triple attack when the player has the "Valmanway" sword equipped. Its for my map, "Castlevania: Legacy of Heroes". DOTA has a double attack so i wonder if i can pawn that and make a triple attack. |
| 03-25-2005, 08:19 PM | #15 | |
Quote:
Okay, first of all my condition says Attacking unit, second of all read the whole thing, it does triple damage not an item checking trigger. |
