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Detecting problem

01-22-2007, 05:37 PM#1
scythetleppo
I'm making a game that uses a weapons system such as in battle ships/tanks. I need to detect a constantly firing item ability based off phoenix fire, so that caster dummies can be made. I am having trouble with this.
01-22-2007, 06:52 PM#2
StockBreak
Uhm, you should be more specific but anyway the Phoenix Fire ability leaves a buff and so if a unit is damaged and it has that buff, then it has been damaged by Phoenix Fire. I don't know if this can help...
01-22-2007, 07:05 PM#3
scythetleppo
the problem with that is the event for takes damage is only available for specific units and not generic units....
01-22-2007, 07:48 PM#4
Av3n
... You are dumb, always scan though the trigger editor at least.

-Av3n
01-22-2007, 07:53 PM#5
scythetleppo
there's no trigger for generic unit - damage done you fart sucking douche
01-22-2007, 08:08 PM#6
Rising_Dusk
Now, now, children.
Behave.

Quote:
I'm making a game that uses a weapons system such as in battle ships/tanks. I need to detect a constantly firing item ability based off phoenix fire, so that caster dummies can be made. I am having trouble with this.
Focusing on what I bolded...
You cannot detect when phoenix fire fires.
I would recommend running timers for each "battleship" or whatever, and then simulating the phoenix fire effect that way.
That would probably work the best.
01-22-2007, 08:13 PM#7
scythetleppo
so you're saying something like...


hero gets item -> turn on his trigger

his trigger -> every x seconds looks for target in range then casts it



right?


That would work except... well in btanks or bships the item shoots you with something, then then effect happens. it would be sort of dumb I think, for a slowing item lets say, to just make a random unit close to you slowed all of a sudden you know?
01-22-2007, 08:17 PM#8
Rising_Dusk
You can create dummy units with no models at the location of the "battleship"s guns and issue them attack orders to a nearby enemy.
That would work perfectly, be totally detectable, and allow you to use any orb effects you wanted. (Which would diversify the gun choices significantly)
01-22-2007, 08:18 PM#9
wyrmlord
You would need to do a periodic trigger that would pick all the units, and if they had the item a dummy would be made and would attack or cast a spell. That's what Rising_Dusk is trying to say.

EDIT: Dusk beat me to it.
01-22-2007, 08:28 PM#10
scythetleppo
ok I see, and then to use a different projectile I would change the dummy's projectile..

if I had a weapon which fired every 2 or so seconds, one that was ever 3, and like 12 players on a map, probably having about... a total of 8-10 of these weapons going all at the same time creating dummies and stuff, it seems like it would be laggy? or am i just being dramatic..



also. ok so it would be like this:
trigger:
event:
hero loses the item or player leaves or probably other events ill figure out later
actions:
kill the dummy

event:
hero gets the item
action:
make the dummy
turn on a follow trigger

follow trigger:
every second or so
move all dummys owned by him to the position of his hero

generic trigger:
unit is attacked
attacking unit is (dummy for slowing)
order the attacking unit to slow the attacked unit








damn that seems like a lot of work...is this what you meant?
01-22-2007, 08:30 PM#11
Ryude
What I would do is this:

Trigger:
Detect Attack
Collapse Events
Unit - A unit Is attacked
Collapse Conditions
((Triggering unit) has buff Phoenix Fire) Equal to True
Collapse Actions
Unit - Remove Phoenix Fire buff from (Triggering unit)
Unit - Create 1 caster (Caster System) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
-------- Do dummy caster stuff --------
01-22-2007, 08:32 PM#12
scythetleppo
does unit - a unit is attacked fire when an item casts phoenix fire on him?

I didn't think it would...
01-22-2007, 08:32 PM#13
Rising_Dusk
Quote:
f I had a weapon which fired every 2 or so seconds, one that was ever 3, and like 12 players on a map, probably having about... a total of 8-10 of these weapons going all at the same time creating dummies and stuff, it seems like it would be laggy?
You can run everything out of a single timer if you code it properly.

Quote:
generic trigger:
unit is attacked
attacking unit is (dummy for slowing)
order the attacking unit to slow the attacked unit
Why not just give the dummy unit a slow poison based ability?
And set the damage field to 0.

Quote:
event:
hero gets the item
action:
make the dummy
turn on a follow trigger
If you do it in GUI, that would work yes.

Quote:
also. ok so it would be like this:
trigger:
event:
hero loses the item or player leaves or probably other events ill figure out later
actions:
kill the dummy
And yeah, something like that.

You'd probably have to experiment with it.
There are several ways of doing the system, none of them inherently better or worse than the others.

Quote:
does unit - a unit is attacked fire when an item casts phoenix fire on him?

I didn't think it would...
No, it does not.
01-22-2007, 08:34 PM#14
scythetleppo
Quote:
Why not just give the dummy unit a slow poison based ability?
And set the damage field to 0.

just using slow as an example.. thanks, I'm facing the right direction now.
01-23-2007, 03:48 AM#15
scythetleppo
ok I have a fairly large problem now..


I've created it as I thought, but now there is a big problem. the dummy with the normal attack always is shooting from a different place than where the hero is.

then if i make the time down to a minimum, so that he is constantly being moved to the same position of the hero, it is so fast that you can't see the projectile at all....