- Joined
- Jul 22, 2015
- Messages
- 3,485
I am in the middle of a hero spawn system request I recieved earlier today. The user wants it so that the hero doesn't actually die, but instead, plays their death animation and remains there. I immediately thought of using Bribe's Damage Engine, and everything was working perfectly fine until I realized what other feature the user has in their project. Heroes in the map will have a passive Immolation that makes them take 1 damage per second. I figured that still wouldn't be a problem with the damage engine, but for whatever reason, the event's do not run when the Hero dies to the immolation. The trigger will ONLY run if I set the damage of Immolation from 1 to any number greater than 1.46.
Here is the Init trigger.
EDIT: Adding this conditional statement fixed it. Need to check for True or False since I need to detect and modify for any damage-type. However, I would still like an explanation to why setting the damage to any number greater than 1.46 fixed it before.
EDIT2: Bribe's suggestion is better
Here is the Init trigger.
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EDIT: Adding this conditional statement fixed it. Need to check for True or False since I need to detect and modify for any damage-type. However, I would still like an explanation to why setting the damage to any number greater than 1.46 fixed it before.
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EDIT2: Bribe's suggestion is better
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