- Joined
- Feb 9, 2009
- Messages
- 1,798
I was playing around with an aoe spell that fires multiple projectiles at random points in the area.
Through testing I noticed something as large as a flesh golem takes the same average of damage regardless of it's size.
Now my solution is:
Update!
In the image below the Flesh golem has an edited 300 unit collision size in this image, the sheep has a standard peasant collision size.
Despite being highlighed by the custom spell in green the flesh golem remains unharmed by the custom spell.
In fact you need to ensure the unit is within the aoe display circle to actually damage it:
And Even more concerning it's not visually accurate either:
Using Default Flamestrike has no issue, highlighted units are dependent on their collision size and will still properly damage the edited Flesh golem unit:
Through testing I noticed something as large as a flesh golem takes the same average of damage regardless of it's size.
Now my solution is:
-
Unit Group - Pick every unit in (Units within ((2.5 * Casting Area) of CastingPointVariable.) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is A structure) Equal to False
- ((Picked unit) is dead) Equal to False
- ((Picked unit) belongs to an ally of (Owner of CastingUnitVariable).) Equal to False
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Then - Actions
- Set VariableSet SoSh_Point[3] = (Position of (Picked unit))
- Set VariableSet SoSh_Point[4] = (SoSh_Point[3] offset by (Collision Size of (Picked unit)) towards (Angle from SoSh_Point[3] to CastingPointVariable) degrees.)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Distance between SoSh_Point[4] and CastingPointVariable) Less than or equal to 120
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Then - Actions
- Unit - Cause CastingUnitVariable to damage (Picked unit), dealing (Max(10.00, ((Life of (Picked unit)) x (6.25 / 1000.00)))) damage of attack type Spells and damage type Universal
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_SoSh_Point[3])
- Custom script: call RemoveLocation(udg_SoSh_Point[4])
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
Update!
In the image below the Flesh golem has an edited 300 unit collision size in this image, the sheep has a standard peasant collision size.
Despite being highlighed by the custom spell in green the flesh golem remains unharmed by the custom spell.
In fact you need to ensure the unit is within the aoe display circle to actually damage it:
And Even more concerning it's not visually accurate either:
Using Default Flamestrike has no issue, highlighted units are dependent on their collision size and will still properly damage the edited Flesh golem unit:
Last edited: