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"miss"

07-06-2007, 07:47 PM#1
Thunder_Eye
Hello everybode, I'm back into wc3 modding for awhile to finish my project, "Dark Chants".
As I haven't had WE up for very long, I've forgot most of its tricks.

So here's a question for you:
How do you make an attacking unit miss the target if it is moving?

Now I've tried several things, the first thing you might think of is the "Change to Miss (moving or high ground)" field in the Gameplay Constants. But it doesn't work as I'd expect it to do. Actually it doesn't do anything at all.

I've tried setting the unit's Weapon Type to Artillery, and it works perfectely well! But I can't have that ugly "Attack Ground" icon on the command card, so I need another way.

Tried so far:

* Setting "Change to Miss (moving or high ground)" to both 0.00 and 1.00.
* Artillery and Missile as Weapon Type.
* Setting "Projectile Homing Enabled" to both true and false.

So are there any suggestions?
07-06-2007, 10:07 PM#2
Tide-Arc Ephemera
I think Critical Strike or Bash has a field which can cause the user to miss.
07-06-2007, 10:48 PM#3
Thunder_Eye
I don't just want them to miss, I could use evasion for that.
I want them to miss when the target is in movement.
07-06-2007, 10:55 PM#4
Tide-Arc Ephemera
Well... you could try generating a system of dummy-attacks that use the type of Artillery... well... have you tried setting these up...

Combat - Chance to Miss (moving or higher ground): X.YY (the value you want)
Combat - Missed attack damage factor: 0.00

That may sound obscure, but have you tried those simultaneously?
07-06-2007, 11:04 PM#5
Here-b-Trollz
Remove the attack ground ability from your unit when it enters the playable map area?
07-06-2007, 11:46 PM#6
Thunder_Eye
Quote:
Originally Posted by Tide-Arc Ephemera
Well... you could try generating a system of dummy-attacks that use the type of Artillery... well... have you tried setting these up...

Combat - Chance to Miss (moving or higher ground): X.YY (the value you want)
Combat - Missed attack damage factor: 0.00

That may sound obscure, but have you tried those simultaneously?

Yes I've already tried it. I'd prefer to do this without involving triggers.

Quote:
Originally Posted by Here-b-Trollz
Remove the attack ground ability from your unit when it enters the playable map area?

Are you sure that works?
Gonna try it anyway, anyone knows the raw id of the attackground ability? (Unless it's the normal attack ability)
07-07-2007, 12:57 AM#7
Raydude
motion buffer -.-; when target moves within the motion buffer's # while the animation goes through begin to end it becomes a miss. this is simple stuff, mostly beginners knows it and experts forget it easily
07-07-2007, 01:09 AM#8
Thunder_Eye
I got that answer on another forum, already tried it, and it didn't work.
07-07-2007, 04:50 AM#9
Tide-Arc Ephemera
Here's an odd idea, have you tried them all simultaneously?
07-07-2007, 06:13 AM#10
vesuvan doppleganger
Vexorian made a hero arena that uses a very good attack dodging system. I don't know if its available for download anywhere though. I still have what may be an older version. Its unprotected (or I might have unprotected it, I don't remember. I should wait for permission to post it), so you can look at the code for yourself.
07-07-2007, 09:06 AM#11
Thunder_Eye
Quote:
Originally Posted by Tide-Arc Ephemera
Here's an odd idea, have you tried them all simultaneously?

Yep, tried everything in this thread both solo and simultaneously.

Quote:
Originally Posted by vesuvan doppleganger
Vexorian made a hero arena that uses a very good attack dodging system. I don't know if its available for download anywhere though. I still have what may be an older version. Its unprotected (or I might have unprotected it, I don't remember. I should wait for permission to post it), so you can look at the code for yourself.

Aye that would be nice, but still, I prefer to not involve triggers in this matter.

Anyone knows how they did it in Ninja vs Samurai for example?
07-07-2007, 09:20 AM#12
Tide-Arc Ephemera
That was Artillery... have you tried Artillery (Line)?
07-07-2007, 09:23 AM#13
Thunder_Eye
Quote:
Originally Posted by Tide-Arc Ephemera
That was Artillery... have you tried Artillery (Line)?

Gah, as I thought then.
Yes, and it gives me that attackground icon.
07-07-2007, 11:06 AM#14
Pyrogasm
You could try doing this, though I don't know if it would do something.
Trigger:
Untitled Trigger 002
Collapse Events
Unit - A unit enters (Playable map area)
Collapse Conditions
(Unit-type of (Triggering Unit)) equal to Your Unit-Type
Collapse Actions
Unit - Order (Triggering unit) to Attack Ground (Center of (Playable map area))
Trigger:
Untitled Trigger 001
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Unit-type of (Triggering Unit)) equal to Your Unit-Type
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Ability being cast) not equal to Animate Dead
----- Exclude all abilities it could be casting in a similar fashion -----
Collapse Actions
Unit - Remove (Ability being cast) from (Triggering unit)
07-07-2007, 11:57 AM#15
Thunder_Eye
Nope, didn't work.

I think attackground is counted as an order, like move and attack.