- Joined
- Jun 16, 2011
- Messages
- 80
With the barrage ability (the ones that makes you shoot at multiple targets), the hero must use "Missile" Attack type, instead of allowing "Missile Splash" Attack type.
I have spent awhile trying to get around this, and found my solution in creating a custom trigger.
This WORKS for fixing that problem, but it doesnt affect anything other than your primary attack
I want each missile from barrage to cause this to be triggered.
THEORY(s):
- (first one wont bullet point for some reason...)
I am leaning towards option 2. In which case, does anyone have any ideas on how to get around that? Perhaps a different event i could look for?
Ive considered dmg taken, but i worry that this would just cause a chain of the AOE triggering itself
EDIT: (Solved --- kind of)
I did a kludge to get it working by switching the event to unit being damaged, but made it so the source wasnt the person attacking. This is majorly flawed because it still could cause a loop if the target also has the custom cleave ability (and crashes when it does). It shouldnt actually be an issue for me as its a custom ability of mine that no one else should have - but if anyone wanted to do this for different reasons, this "solution" wont be satisfactory
(Dont mind the add gold one, that was just my attempt to debug the dmg being dealt better)
NEW QUESTION: (Unsolved)
- how to make this filter to not hurt your own units...
Solution is to do what daffa writes below instead.
I have spent awhile trying to get around this, and found my solution in creating a custom trigger.
This WORKS for fixing that problem, but it doesnt affect anything other than your primary attack
I want each missile from barrage to cause this to be triggered.
THEORY(s):
- (first one wont bullet point for some reason...)
- It DOES already trigger, but the "Attacking unit" is null (or something) for the units hit by barrage missiles and not the primary attack target
- "a unit is attacked" triggers directly from the actual attack action, and not from being on the receiving end of a projectile spawned from an attack.
I am leaning towards option 2. In which case, does anyone have any ideas on how to get around that? Perhaps a different event i could look for?
Ive considered dmg taken, but i worry that this would just cause a chain of the AOE triggering itself
EDIT: (Solved --- kind of)
I did a kludge to get it working by switching the event to unit being damaged, but made it so the source wasnt the person attacking. This is majorly flawed because it still could cause a loop if the target also has the custom cleave ability (and crashes when it does). It shouldnt actually be an issue for me as its a custom ability of mine that no one else should have - but if anyone wanted to do this for different reasons, this "solution" wont be satisfactory
(Dont mind the add gold one, that was just my attempt to debug the dmg being dealt better)
NEW QUESTION: (Unsolved)
-
Solution is to do what daffa writes below instead.
Last edited: