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Old 06-14-2012, 06:13 AM   #1 (permalink)
Registered User PsycoMarauder
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Requesting Attack Height Damage System-- $$

Hi. My map risk next gen is pretty strategic as is but something I've always wanted is for units that are on higher terrain to do slightly more damage based on how much higher they are compared to the units they are attacking.

Risk is a unit intense map. I had another system that did this but it wasn't up to the task and had some inherent bugs in it. This system would have to be efficient and not decrease map performance too noticeably.

I'm willing to pay for this, I want the system specifically tailored to the map so that it can be as optimal performance wise as possible. I know this is asking a lot considering the wc3 engine but it would at least be efficient enough for 1v1 mode.

This map gets played a lot and I would release map with changes right away. Would love for anyone who has some triggering skills to help out, willing to exchange cash for time if necessary. Although I think this resource could be useful for MANY genres of maps. So what I'm asking for is a performance minded system that would allow units on higher ground to do an increased amount of damage to the units below them.
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Old 06-14-2012, 10:20 AM   #2 (permalink)
Registered User MaTiJa97
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MaTiJa97 is a jewel in the rough (195)MaTiJa97 is a jewel in the rough (195)
This is pretty easy.

Events
Unit is attacked
Conditions
(Current flying height of (Attacking unit)) greater than (Current flying height of (Attacked unit))
Actions
Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (((Current flying height of (Attacking unit)) - (Current flying height of (Attacked unit))) x 0.50) damage of attack type Normal and damage type Normal
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Old 06-14-2012, 06:09 PM   #3 (permalink)
Registered User PsycoMarauder
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I've seen many people discuss reasons why the above would be a terrible solution.
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Old 06-14-2012, 08:56 PM   #4 (permalink)
Registered User MaTiJa97
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MaTiJa97 is a jewel in the rough (195)MaTiJa97 is a jewel in the rough (195)
Sorry, I misunderstood you. This is what you need:

Events
Unit is attacked
Conditions
Actions
Set TempLocation[1]=(Position of (Attacking Unit))
Set TempLocation[2]=(Position of (Attacked Unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of (Region centered at (TempLocation[1]) Greater than (Height of (Region centered at (TempLocation[2])) with size (1.00, 1.00)
Then - Actions
Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Height of (Region centered at (TempLocation[1])) with size (1.00, 1.00)) - (Height of (Region centered at (TempLocation[2])) with size (1.00, 1.00))) x 0.50) damage of attack type Normal and damage type Normal
Else - Actions
call RemoveLocation(udg_TempLocation[1])
call RemoveLocation(udg_TempLocation[2])

This should work for you. If it doesn't work, you are officially screwed.
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Old 06-14-2012, 11:12 PM   #5 (permalink)
Registered User PsycoMarauder
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There are reasons that attack detection systems are made, clearly the gui functions are inadequate. Or am I wrong?
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Old 06-15-2012, 06:21 AM   #6 (permalink)
Registered User MaTiJa97
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You are wrong. There are damage detection systems, not attack detection.
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