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[JASS] Alternative To EVENT_PLAYER_UNIT_ATTACKED

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In my map, it's possible to dodge targeted spells. I'm wondering what's the most efficient way to check if a unit was stuck by a spell.

The obvious way is to make a new trigger with the event EVENT_PLAYER_UNIT_ATTACKED and a condition checking for the specific spell. But wouldn't that run WAY too often? Units are constantly being attacked.. so I was wondering if this was better:

On the actual spell's trigger, it would start a timer, constantly checking if the targeted unit was hit by the spell (with a buff or something). The timer would turn off after like 3 seconds (or however long, based on the nature of the spell), if the target was never hit.

So which way is better?



Side Question: what's faster, IssueTargetOrder or IssueTargetOrderById ?
 
In my map, it's possible to dodge targeted spells. I'm wondering what's the most efficient way to check if a unit was stuck by a spell.

The obvious way is to make a new trigger with the event EVENT_PLAYER_UNIT_ATTACKED and a condition checking for the specific spell. But wouldn't that run WAY too often? Units are constantly being attacked.. so I was wondering if this was better:

On the actual spell's trigger, it would start a timer, constantly checking if the targeted unit was hit by the spell (with a buff or something). The timer would turn off after like 3 seconds (or however long, based on the nature of the spell), if the target was never hit.

So which way is better?

EVENT_PLAYER_UNIT_ATTACKEDisn't accurate afaik, because you can cancel the attack before any damage is done.
What's wrong withEVENT_PLAYER_UNIT_SPELL_EFFECT or using a damage detection system.

If your spell gives the unit a buff I would check for that.

Side Question: what's faster, IssueTargetOrder or IssueTargetOrderById ?

Most likelyIssueTargetOrderById
I could test if you really cared
 
Level 7
Joined
Mar 6, 2006
Messages
282
EVENT_PLAYER_UNIT_ATTACKEDisn't accurate afaik, because you can cancel the attack before any damage is done.
What's wrong withEVENT_PLAYER_UNIT_SPELL_EFFECT or using a damage detection system.

If your spell gives the unit a buff I would check for that.



Most likelyIssueTargetOrderById
I could test if you really cared

I guess I'll be using a detection system then, ty.

Also yeah, it does seem like ById would be faster, I just thought it might be publicly known or something. I thought of it because I see most people use integers, and I was using strings for readability, but I'll switch to integers. That should be part of the jasshelper compiler! Change all the order strings to their respective integers!
 
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I'd go with a damage detection, since it's hard to detect an aoe spell damage or a triggered damage since it's not targetted.
 
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