- Joined
- Feb 13, 2019
- Messages
- 128
Say we have a trigger set up that attacks from behind (a units attack/attack animation literally strikes/touchs the back of another units model) does bonus damage,
would there a way to go about having units attempt to position well (attempt to move behind the units it is attacking) to get the most out of the extra damage trigger. I mean non-player controlled units, with no player controller.
Units probably wouldn't want to always be wasting their time in combat just walking around attempting to get a flank, also maybe we could just put it on lets say just the Archers in a combat situation, while a Mountain King isnt concerned with flanking anyone, and more or less is protecting it's archers and attempting to hold the enemy unit down with stuns.
Trigger Example
would there a way to go about having units attempt to position well (attempt to move behind the units it is attacking) to get the most out of the extra damage trigger. I mean non-player controlled units, with no player controller.
Units probably wouldn't want to always be wasting their time in combat just walking around attempting to get a flank, also maybe we could just put it on lets say just the Archers in a combat situation, while a Mountain King isnt concerned with flanking anyone, and more or less is protecting it's archers and attempting to hold the enemy unit down with stuns.
Trigger Example
-
Backstab
-

Events
-


Game - DamageEvent becomes Equal to 1.00
-
-

Conditions
-


IsDamageSpell Equal to False
-
-

Actions
-


-------- DamageEventSource is the unit dealing the damage --------
-


Set AttackingUnit = DamageEventSource
-


-------- DamageEventTarget is the unit that takes damage --------
-


Set AttackedUnit = DamageEventTarget
-


Set Point[1] = (Position of AttackedUnit)
-


Set Point[2] = (Position of AttackingUnit)
-


Set Angle[1] = (Facing of AttackedUnit)
-


Set Angle[2] = (Angle from Point[1] to Point[2])
-


Set Angle[3] = (Acos((Cos((Angle[2] - Angle[1])))))
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Angle[3] Greater than or equal to 120.00) and (Angle[3] Less than or equal to 240.00)
-
-



Then - Actions
-




-------- Instead of using unit-damage target, we use DamageEventAmount variable to change the damage amount --------
-




Set DamageEventAmount = (DamageEventAmount x 2.00)
-




-------- this will deal 2x damage, when backstabbed --------
-




Special Effect - Create a special effect at Point[1] using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPriest.mdl
-




Special Effect - Destroy (Last created special effect)
-
-



Else - Actions
-
-


Custom script: call RemoveLocation(udg_Point[1])
-


Custom script: call RemoveLocation(udg_Point[2])
-
-
Last edited:

!
I'm hoping not to scrap this one to be honest too though, 
