| 04-13-2007, 10:50 PM | #1 |
Hi, thanks for looking at the thread. I was wondering how I could go about adding/subtracting damage done based on terrain height. Is this possible? Or am I going to have to do it by "If units are in x range of y" or even worse, by regions? Thanks in advance for you help, Psycomarauder |
| 04-13-2007, 10:54 PM | #2 |
JASS:native GetLocationZ takes location whichLocation returns real Use a periodic event that adjusts damage based on height. |
| 04-14-2007, 01:43 AM | #3 |
You might wanna be careful with that, because it can cause desyncs when used on spell-caused terrain deformations, like War Stomp. |
| 04-14-2007, 04:28 AM | #4 |
and I was wondering if by desync you meant it would cause errors in abilities. I doubt that I will be making many abilities for the map, except maybe a few trigger based ones and Heal. Do you think the desync problem will happen alot, or is it still worth it to put the trigger in? |
| 04-14-2007, 06:15 AM | #5 |
Just avoid an ability based off thunderclap and (I think) shockwave and you should be fine. |
| 04-14-2007, 06:23 AM | #6 |
Just curious... Does GetLocationZ not take terrain deformations into account and returns the original terrain height before the deformation was created? and... What would happen if it did desync? |
| 04-14-2007, 06:33 AM | #7 |
Umm...guys can you help me a bit with the jass..I dont know jass...:( Can you please explain just how I could use the jass to do the kind of terrain height triggers im trying to do? |
| 04-14-2007, 06:42 AM | #8 |
Do something like this: Trigger: In the third line, change "udg_TempPoint" to "udg_" + the name of the variable used in line two. "udg_" is just a prefix that goes in front of variables declared in the variable editor. |
| 04-14-2007, 10:06 AM | #9 |
- JASS for this is highly recommended. - Don't create a new location each time - move an existing one. MUCH faster. - If you want to do it properly, you'll need dynamic triggers to catch the damage done, and some method of sorting ability damage out from normal damage. |
| 04-15-2007, 05:41 AM | #10 |
Thanks you guys. Most of it what you said means nothing to me, as of yet.. But I plan on decoding each piece of your help into stupid stuff I can understand, and maybe in like a month or so I'll know how to do it :) |
