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dmg types...what's the point?

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UPDATE: FOR PEOPLE THAT DON'T READ PAST THE ORIGINAL POST. SOLVED.
http://www.hiveworkshop.com/forums/1772018-post12.html
http://www.hiveworkshop.com/forums/1772517-post17.html

does everyone else notice the same thing?

if you tell a unit to damage a unit for 100, no matter what damage type you use, it always just damages for 100. isn't it so that different dmg types do absolutely nothing? or am i missing something?

attacktypes affect dmg, not dmg type, so what does dmg type do? if i remember right weapontype determines sound effect.

if when a unit takes damage, you could get the damage type, then i could see it being useful...

but you cannot get the damage type nor attack type etc when a unit takes damage. i made a function that uses unit types to get attack type but it doesn't take many unit types, so it's not pretty editing each unit's unit types, just so you can get the attack type...it's a little restrictive, besides. anyway, i don't think you could do that for damage types, unless you simply wanted to do it on a smaller scale...
 
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Vunjo

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as far as I know, there are 2 damage types. The regular warcraft 3 one (Pierce, Normal, Chaos, Hero...), and the one with the trigger action "Order unit to damage unit dealing x damage !Damage type!....".
If you mean by the first way, it cleary says about the reduction of some types, while the other will deal bonus damage. If you mean the other one, then simply check units' armor base, and type. Then, simply try few times, and you will see the difference. If unit has 5 Armor, and damage is "fire", then it will deal less damage. If the damage is pure, no mather how much unit has armor, it will deal exact damage. I checked it few times, if it doesn't work, then Blizzard changed it with versions or something...
 
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i assume your talking about damage type for an ability so its mostly only important for if you do normal type or spell type i believe something like the difference between fan of knifes or shock wave they have different damage types. Wave will damage a banished unit as where fan of knives wont.
 
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wave and fan of knivesarenot dmg types. UnitDamageTaget() function takes the attack type, which is the first thing you thought of. it also takes damage type, like fire, cold, etc. but there's no indication selecting a damage type does anything. maybe it's just because i'm testing it all on a generic hero.
 
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Well if you tell a unit to do deal damage with the help of a trigger ("Deal Damage") then I am pretty sure you override the default damage and armour system as you are not doing either Normal, Siege or the likes to the unit. You are just dealing pure damage unless your trigger has room for telling it what type of damage it should be dealing as then the armour and damage system should apply.
 
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emnesia i don't think you understand clearly what the unitdamagetarget function does. it does not bypass armor and attack types. it uses whatever attack type you dictate, and it takes into consideration the armor type of the unit being damaged. the problem, is the damage type, because it seems to serve no purpose.

if i want to change the attack type, i can do that and get different results from 100 damage depending on the gameplay constants. in such a case we could see normal doing 100 damage to a hero and piercing would do less, for example, in default gameplay constants.

i tried giving the hero lots of unit classifications but all the damage types did the 100 damage as usual. i was hoping, for example, if you make the hero undead then the damage type death would not hurt him...or if you make the hero mechanical, thenn poison would not hurt him...but i can't seem to get the damage type to mean anything.
 

Rui

Rui

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People, wake up. It's the damage types of the trigger action «Damage unit» and «apply damage on area» that are being talked about here, not the damage scales of melee combat.
To answer the question, I doubt it does anything. It's just one more of the things Blizzard put in but didn't finish either because they forgot or thought people wouldn't have use for it.
~Thread cleaned
 
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yeah i mean talk about an incomplete rpg. i wanted to make like sonic attacks and an item that makes you immune to sonic attacks and fire attacks and an item that makes you immune to fire attacks and cold attacks and an item that makes you immune to cold attacks, etc...

thanks for posting some of what i was thinking but didn't type out, rui.

instead we get simple magic immunity, even magic resistance which i haven't figured out exactly how dota does that...and ethereal which blocks physical attacks. not enough immunities, imo.

maybe there's someway to make an immunity system...will have to think about it for a while. to get sonic immunity, cold immunity. i guess i won't fuss over it, since it's highly unlikely it's possible, but will keep it in the back of my head in case some path to accomplishing it opens up.

the main thing i can think of is to use the simerror and related libraries to make some sort of immunity system.
you might actually have to run a check to see if unit has exact conditions before causing damage in each of those special elemental spells...else you run the simerror. just a thought. sounds like too much work, but i guess in theory it might be possible. the catch obviously, is that damage type would be useless for accomplishing this.
 
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