| 09-18-2007, 03:30 AM | #1 |
Roite. I'm making use of the Caster System for a number of things, but at the moment i'm after an attack detector. Specifically, i want to pick up if a unit with a certain buff has just attacked (and damaged) something else, if so, create a special fake copy of the unit, play it's attack animation and do the same amount of damage again (basically, faking a double-attack). I've been playing around with Vex's stacking orbs, but since the actual orb code seems to lack comments, i really have no clue what they're doing. Halp would be appreciated. |
| 09-18-2007, 05:20 AM | #2 |
Pick every unit on map init Register them with the unit is damaged event Pick every unit that enters the map Register them with the unit is damaged event Have a big triggers that runs when the event and runs all your triggers. It's all basically a variation of that. Can you link to whatever system your currently using cause I've totally lost track of all the stuff Vex has made. |
| 09-18-2007, 07:16 AM | #3 |
I know it's all basically a variation on that, but i'm still having trouble understanding this. I see a bunch of local variables that all run around and occasionally breed, making more local variables. It's like looking at a ball of string, i know i can understand this damn thing if i can just find an end. Anyway, system is heah: http://www.wc3campaigns.net/showthread.php?t=78753 |
| 09-23-2007, 01:36 AM | #4 |
Thanks for helping -_- |
| 09-23-2007, 06:40 AM | #5 |
If you were using his AttackDetect2 engine, I could help you. I have no idea how the attack detection in the CasterSystem works, considering that you don't even have to import an ability and buff for it to work. |
| 09-23-2007, 12:20 PM | #6 |
Vex made another attack detect engine? Whar? |
| 09-23-2007, 04:33 PM | #7 |
Lawls. He appears to have removed it from the resources section. I would assume this is due to the bug he found regarding destroying triggers that have TriggerActions. If you still want it, I can upload the last version of it that I have. |
| 09-23-2007, 04:39 PM | #8 |
I don't know what attack detection thing in the caster system you are talking about |
| 09-23-2007, 04:53 PM | #9 |
Well the AnitOrb template from your Spell Factory works, I would assume, due to attack detection. Now, this isn't technically part of the Caster System, but it doesn't require any extra abilities either. Thus I assumed there was some sort of internal CasterSystem attack detection stuff. |
| 09-24-2007, 01:22 AM | #10 |
I found Attack Detect 2 in the graveyard, it looks much simpler and i think i can use it without any help. |
| 09-24-2007, 12:17 PM | #11 |
search for the thread cohadar started in regards to this, where we shared a few ideas, and systems that do just what you want |
| 09-24-2007, 12:28 PM | #12 |
I actually found out that I don't need attack detect engine, all I needed was General onDamage engine. That is because I needed to detect attack only for certain heroes, and for those heroes I added orb effects manually in Object editor and it greatly reduced complexity of the whole system. EDIT: It also meant that I can use orb effects (black arrow my favorite)with other heroes :D |
| 09-24-2007, 01:06 PM | #13 |
can i see the onDamage engine? |
| 09-24-2007, 01:17 PM | #14 | |
Yep
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| 09-24-2007, 01:26 PM | #15 |
if i want to detect if my unit is damaged? what function will i use? |
