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can i somehow make when a unit is standing near an object (tree for instance) to give him an evade chance (miss) afcorse if the object is between the shooter and the unit that is covered ????
Place dummy units that provide buffs (an aura) representing cover, in the various appropriate places.
Then, when a unit takes damage, check for destructables between them and the attacker; if there are some, give a chance to negate the damage and display a 'miss' texttag.
It's a little complicated, but I can't think of an easier way offhand.
k 10x i will try that way and I'm open for more suggestions
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If someone played The Black Road ORPG and thinks he can make most of the things there like books lvling skills and stuff i will be very happy on his help (I'm a lazy moron ) i can make most things but i get confused whit some triggers.
hmm aura is good idea I think forget trees and make walkable brushes and lower grounds with dummy aura sharer on them and if you have the buff aura gives add an invisible evasion to your unit if not remove it well I think evasion on talisman evasion is invisible ability on wont be sees on the commands part
yea I know so I say dont make a tree make a brush and dont get behind it gen in it to get evasion it
Also if you want to make an arrow dissapear when hit a tree You will got SOME nightmares like make arrow a spell and make archers fire it when they see you make arrow dumy unit with locust ability and dissapears if near a tree blablabla you are dead
oh I found it but it may come a little hard
If someone is attacking you (you will need a BIT swingback point for attacker) and if there is a tree in his facing line and not far then you a dummy caster appears and casts curse on attacer for 0.5 seconds. I will get you a code
Archer
Events
Unit - A unit Is attacked
Conditions
Actions
For each (Integer A) from 1 to ((Integer((Distance between (Position of (Attacked unit)) and (Position of (Attacking unit))))) / 10), do (Actions)
Loop - Actions
Destructible - Pick every destructible within 20.00 of ((Position of (Attacking unit)) offset by (((Cos((Angle from (Position of (Attacking unit)) to (Position of (Attacked unit))))) x 10.00), ((Sin((Angle from (Position of (Attacking unit)) to (Position of (Attacked unit))))) x 10.00))) and do (Actions)
Loop - Actions
Unit - Create 1 DUMMYCASTER for (Owner of (Attacked unit)) at (Center of (Playable map area)) facing (Position of (Triggering unit))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Banshee - Curse (Attacking unit)
Skip remaining actions
As you know the actions wont work if there is no picked destructibles
I think it will work great
Reduce the leaks if you want
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