deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 22,297
Probably known (and I'm stupid) but haven't found a thread about it and might help someone.
I have an enemy hidden/dummy unit which very speedily casts a Carrion Swarm based ability. It's part of a trigger where one of the player units takes damage and the damage source is this dummy caster. The idea is that if the player unit stays in a certain region while being damaged by the hidden caster it takes no damage. But once this dummy is removed some of the fast custom Carrion Swarm reaches the target after the dummy is removed and the trigger doesn't set the damage to 0 because I reckon the condition doesn't find the damage source unit variable anymore.
Rather niche, I know but I solved it by adding Cargo Hold (Orc Burrow)/Abun to disable attack and whatnot for the dummy and removed it only after it ceased any kind of attack.
I guess I could've used pause unit too. Ordering to stop didn't help as the dummy also has a regular attack and high acquisition range (could work by tweaking this). Another solution perhaps could be damage type detection but that's too broad, not specific to a certain unit.
I have an enemy hidden/dummy unit which very speedily casts a Carrion Swarm based ability. It's part of a trigger where one of the player units takes damage and the damage source is this dummy caster. The idea is that if the player unit stays in a certain region while being damaged by the hidden caster it takes no damage. But once this dummy is removed some of the fast custom Carrion Swarm reaches the target after the dummy is removed and the trigger doesn't set the damage to 0 because I reckon the condition doesn't find the damage source unit variable anymore.
Rather niche, I know but I solved it by adding Cargo Hold (Orc Burrow)/Abun to disable attack and whatnot for the dummy and removed it only after it ceased any kind of attack.
I guess I could've used pause unit too. Ordering to stop didn't help as the dummy also has a regular attack and high acquisition range (could work by tweaking this). Another solution perhaps could be damage type detection but that's too broad, not specific to a certain unit.