The object editor data is the exact same as it was before I recoded it.
Changing the attack/damage types to normal didnt make a difference.
Pretty sure the 'ranged' boolean is whether the attack can miss if the target is on a higher cliff level than the attacker. Thats what Ive read, atleast.
Also, I need to deal the exact amount of damage, not reduced by armor at all because PDDS.amount returns the damage after armor has been applied.
Doing
E:I check the damage type the exact same way in both places (
Our of curiosity, what does the animation damage point have to do with this? E2: Oo, no no. I am using a custom projectile and damaging when it lands, not just X seconds after his animation starts.
Changing the attack/damage types to normal didnt make a difference.
Pretty sure the 'ranged' boolean is whether the attack can miss if the target is on a higher cliff level than the attacker. Thats what Ive read, atleast.
Also, I need to deal the exact amount of damage, not reduced by armor at all because PDDS.amount returns the damage after armor has been applied.
Doing
UnitDamageTarget(source, target, damage, false, false, null, null, null)
deals the exact amount to the target. Its just that it doesnt take it as PHYSICAL anymore, and thus the event fires again.E:I check the damage type the exact same way in both places (
if PDDS.damageType == PHYSICAL then
).Our of curiosity, what does the animation damage point have to do with this? E2: Oo, no no. I am using a custom projectile and damaging when it lands, not just X seconds after his animation starts.