• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Decide killing unit?

Status
Not open for further replies.

Edy

Edy

Level 9
Joined
Nov 21, 2015
Messages
226
I have an area that periodicaly selects and kills units below 10 flying height. Whenever it does it says:
>Blank< has killed WorldEdit,
My question: Can you change this somehow to :
>A player that last damaged a unit< has killed WorldEdit.

+Rep and credit.
 
you can possibly trigger a unit owned by the player u want to deal a ridiculous amount of damage to the unit u want to be killed making it out to be that player killed the unit

i dont believe there is a way to detect a unit killed by
  • Unit - Kill (x unit)
to be as if a player killed it
 
you can possibly trigger a unit owned by the player u want to deal a ridiculous amount of damage to the unit u want to be killed making it out to be that player killed the unit

i dont believe there is a way to detect a unit killed by
  • Unit - Kill (x unit)
to be as if a player killed it

I thought of that, adding player 7 owned unit that would do that - but then credits go to player 7 - not to per say - player 1 who knocked him back, or damaged him in the last 5 seconds...
 
  • Unit Group - Pick every unit in (Units in Region 008 <gen> matching ((Current flying height of (Matching unit)) Less than 10.00)) and do (Actions)
    • Loop - Actions
      • Unit - Kill (Picked unit)
Currently this. Almost the only source of damage is a skillshot.
Myb adding it to a unit group or something while triggering with damage engine...
 
well with that i dont see where any player has interacted with the unit to give the right player the kill. whats happening with the units flying height?

You can jump over said area, it checks periodicaly per 0.02.
There is a skill shot that damages and runs a knockback so if a player knocksback a unit into that region he is'nt credited..
 
  • Like
Reactions: Edy
Assuming players have 1 hero each you can make an MPI solution.
  • -------- in knockback trigger --------
  • Set KnockingPlayer[Player number of (Owner of KnockedBackUnit)] = (Owner of KnockingUnit)
  • -------- in knockback end trigger or after waiting some time from the knockback end --------
  • Set KnockingPlayer[Player number of (Owner of KnockedBackUnit)] = (No player)
  • -------- in death trigger --------
  • If (All conditions are true) then do (Then actions) else do (Else Actions)
    • If - Conditions
      • KnockingPlayer[Player number of (Owner of Triggering Unit)] not equal to (No Player)
    • Then - Actions
      • Set CreditPlayer = KnockingPlayer[Player number of (Owner of Triggering Unit)]
      • -------- display player kill message --------
    • Else - Actions
      • -------- display suicide or environment death message --------
 
Assuming players have 1 hero each you can make an MPI solution.
  • -------- in knockback trigger --------
  • Set KnockingPlayer[Player number of (Owner of KnockedBackUnit)] = (Owner of KnockingUnit)
  • -------- in knockback end trigger or after waiting some time from the knockback end --------
  • Set KnockingPlayer[Player number of (Owner of KnockedBackUnit)] = (No player)
  • -------- in death trigger --------
  • If (All conditions are true) then do (Then actions) else do (Else Actions)
    • If - Conditions
      • KnockingPlayer[Player number of (Owner of Triggering Unit)] not equal to (No Player)
    • Then - Actions
      • Set CreditPlayer = KnockingPlayer[Player number of (Owner of Triggering Unit)]
      • -------- display player kill message --------
    • Else - Actions
      • -------- display suicide or environment death message --------
Great, thanks a bunch :))
 
Status
Not open for further replies.
Back
Top