| 09-16-2007, 06:39 AM | #1 |
Since from what I've heard, you can't detect critical strikes or passive abilities, how can I stimulate those in triggers to add a knockback effect to them? Basically, I need:
I'm new to JASS, so I'd appreciate it if you can help me do those in GUI. However, I can still implement JASS materials to a certain degree if need be. |
| 09-16-2007, 09:44 AM | #2 |
you can detect passive abilities by there buff as for the Crit strike you would have to make a triggered version of the ability with something like this event unit attacks condition triggering unit has w/e ability actions set tempinteger = random # between 1-100 if tempinteger > 10 then... ect ect |
| 09-16-2007, 09:49 AM | #3 |
That seriously won't work. I could spam attack-stop attack-stop to deal shizzum loads of damage. Try 'When unit takes damage' and find a way to add LOTS of those events to ONE trigger. |
| 09-16-2007, 10:32 AM | #4 | |
Quote:
Why do you think we have some attack detection engines here in the first place? Good, now go use 'em |
| 09-16-2007, 11:19 AM | #5 |
ok fine use unit takes damage :/ |
| 09-16-2007, 08:35 PM | #6 | |
Quote:
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| 09-16-2007, 08:38 PM | #7 |
Not the right one. You could use Vexorian's Attack Detect 2 Engine, or a variant of Shadow1500's "Show Damage Using Floating Text" sample. |
| 09-17-2007, 08:09 PM | #8 |
About the knockback, you can use the one from my sig :P |
| 09-18-2007, 10:29 AM | #9 |
vile's is actually better. No repetitive effects, good tree, ground, water and cliff detection. Though it uses tables, still... |
| 09-19-2007, 05:00 AM | #10 |
Vile's can loop infinitely if the unit runs into doodads or a map corner that prevent it from moving forward. |
| 09-19-2007, 12:03 PM | #11 | |
Mine just stops if the unit hits an unpathable point, I know it's not the best in the world, but it's been very useful to me. Quote:
I don't understand this one. You can put "" for the sfx path if you don't want any effect. |
| 09-19-2007, 12:11 PM | #12 | |
It still creates and destroys it using DestroyEffect(AddSpecialEffect(model, x, y)) making it even more useless if you put "". vile's just attaches a model to the unit. Quote:
I have never encountered this before, but that can easily be remedied by placing a few pathing blockers or reterraining some corners. But how does it loop infinitely? I know it checks if the speed is 0 and stops if it is, and subtracts the break value from it if it's greater than 0. |
| 09-19-2007, 01:45 PM | #13 |
If you put "", it will show no effect, that's the way it's designed. I don't understand what's stopping you in attaching the effect to the unit, knockbacking the unit with no effect (""), and then destroying the effect. Anyways, I don't see much realism in an effect like that. |
