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Simple damage detector

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Hello! this is my first upload. I managed to make a very simple attack damage detector.
It works by comparing the actual ammount (%) of life of an unit with the previous one, I think this is the simplest and smallest attack one.
The trigger "AttackTri" can detect any type of damage taken by any unit.
Its done in GUI and jass custom script.
Feel free to critice my work (I'm new on this of map making).
PD:Sorry for my bad english

If you have ideas on how to improve the damage detection, please show me how. I want to learn more
Contents

Simple damage detector (Map)

Reviews
_Guhun_
There are many problems with the approach you are currently using: Since you use timers, it is pretty inneficient. Considering this is GUI code, the map might lag quite a bit if you have a large number of units in it. This approach doesn't allow you...
Level 12
Joined
Jun 12, 2010
Messages
413
There are many problems with the approach you are currently using:
  1. Since you use timers, it is pretty inneficient. Considering this is GUI code, the map might lag quite a bit if you have a large number of units in it.
  2. This approach doesn't allow you to detect if the damage was magical damage or physical damage, somthing damage detection systems have been able to do for a while now.
  3. You provide almost no configuration. To disable the damage tags, I have to actually go into the code.
  4. The system does not detect the source of the damage.
  5. The system does not detect the damage at the moment which it is dealt. This means you cannot stop the damage from being dealt, if the unit dies.
Because of the points above, and the fact that the system is not configurable at all, I don't think this would be very useful for most people who need a damage system. With the new natives coming in 1.31, this problem is further increased, since most people would rather use the natives. While it is a nice little thing to have coded, it's not really something that can be approved in the Spell section, especially if you consider the fact that there are many systems here that far outdo this one in terms of features and configurability.

To change the points above, the system would have to be completely redone. And I don't think coding a new DDS is even worth it until 1.31, since we already have well-tested and extensively capable ones lying around.
 
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There are many problems with the approach you are currently using:
  1. Since you use timers, it is pretty inneficient. Considering this is GUI code, the map might lag quite a bit if you have a large number of units in it.
  2. This approach doesn't allow you to detect if the damage was magical damage or physical damage, somthing damage detection systems have been able to do for a while now.
  3. You provide almost no configuration. To disable the damage tags, I have to actually go into the code.
  4. The system does not detect the source of the damage.
  5. The system does not detect at the moment which it is dealt. This means you cannot stop the damage dealt, if the unit dies.
Because of the points above, and the fact that the system is not configurable at all, I don't think this would be very useful for most people who need a damage system. With the new natives coming in 1.31, this problem is further increased, since most people would rather use the natives. While it is a nice little thing to have coded, it's not really something that can be approved in the Spell section, especially if you consider the fact that there are many systems here that far outdo this one in features and configurability.

To change the points above, the system would have to be completely redone. And I don't think coding a new DDS is even worth it until 1.31, since we already have well-tested and extensively capable ones lying around.

Oddly enough, that is something I would like to say with this bundle, and I would have to agree. For now, this shall be moved to Substandard.
 
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