- Joined
- Feb 28, 2013
- Messages
- 1,898
Hello. I am having trouble filtering out the "Cause damage unit" trigger when using the damage engine by Bribe.
What I am doing here is I am blocking/preventing the damage of all units because I want the units to be damaged from the missile/dummy unit with my missile system (Units should get the damage from the Cause Damage trigger - trigger provided below) instead of getting damage from the damage set in the Object Editor.
Scenario
- There is a damage set in the OE, a rifleman for example, with 40 damage. When the rifleman shoots an enemy rifleman, it should not get 40 damage instantly, instead a missile (with missile system) will spawn until it reaches the point of the enemy rifleman. The enemy rifleman will get damaged from the "Cause Damage Unit" trigger when the missile hits it, this time the enemy rifleman will get the 40 damage.
Damage engine config that prevents physical damages
If someone can help I'll really appreciate it.
What I am doing here is I am blocking/preventing the damage of all units because I want the units to be damaged from the missile/dummy unit with my missile system (Units should get the damage from the Cause Damage trigger - trigger provided below) instead of getting damage from the damage set in the Object Editor.
Scenario
- There is a damage set in the OE, a rifleman for example, with 40 damage. When the rifleman shoots an enemy rifleman, it should not get 40 damage instantly, instead a missile (with missile system) will spawn until it reaches the point of the enemy rifleman. The enemy rifleman will get damaged from the "Cause Damage Unit" trigger when the missile hits it, this time the enemy rifleman will get the 40 damage.
Damage engine config that prevents physical damages
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Damage Setup
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Events
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Game - DMG_DamageEvent becomes Equal to 1.00
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Conditions
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Actions
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Set DMG_DamageEventAmount = 0.00
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...
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Unit Group - Pick every unit in (Units within Shoot_DetectAOE of Shoot_TempLoc) and do (Actions)
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Loop - Actions
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Set Shoot_TempUnit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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(Shoot_TempUnit is alive) Equal to True
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(Shoot_TempUnit belongs to an enemy of (Owner of Shoot_Dummy[Shoot_CurrentIndex])) Equal to True
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Then - Actions
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Set Shoot_TempUnitLoc = (Position of Shoot_Dummy[Shoot_CurrentIndex])
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Unit - Kill Shoot_Dummy[Shoot_CurrentIndex]
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Unit - Cause Shoot_Caster[Shoot_CurrentIndex] to damage Shoot_TempUnit, dealing 100.00 damage of attack type Spells and damage type Normal
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Else - Actions
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Do nothing
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Actions
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Set DMG_IsDamageSpell = DMG_LastDamageWasSpell[0]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DMG_IsDamageSpell Equal to False
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Then - Actions
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Set DMG_DamageEventAmount = 0.00
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Set DMG_DamageEventType = DMG_DamageTypeBlocked
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Else - Actions
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Do nothing
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If someone can help I'll really appreciate it.
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