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[Trigger] Weird problem

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Level 11
Joined
Dec 31, 2007
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780
(I post this trigger for you to understand the whole thing)
  • Gordon attacks with bone breaker
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • Bone_Breaker_Boolean Equal to False
      • (Unit-type of (Attacking unit)) Equal to Minotaur Gordon
      • ((Attacking unit) is an illusion) Not equal to True
      • (((Attacked unit) is A structure) Not equal to True) and (((Attacked unit) belongs to an ally of (Owner of (Attacking unit))) Not equal to True)
      • (Random integer number between 1 and 100) Less than or equal to Bone_Breaker_Percentage
    • Actions
      • Set Bone_Braker_target = (Attacked unit)
      • Trigger - Add to Gordon Deals damage with bone breaker <gen> the event (Unit - Bone_Braker_target Takes damage)
      • Trigger - Turn on Gordon Deals damage with bone breaker <gen>
why could this trigger

  • Gordon Deals damage with bone breaker
    • Events
    • Conditions
      • (Damage source) Equal to Gordon
    • Actions
      • Set Bone_Breaker_Boolean = True
      • Set Bone_Breaker_Extra_Damage = (Damage taken)
      • Set Location4[49] = (Position of Gordon)
      • Floating Text - Create floating text that reads (String((Integer(Bone_Breaker_Extra_Damage)))) at Location4[49] with Z offset 90.00, using font size 12.00, color (100.00%, 20.00%, 20.00%), and 10.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
      • Special Effect - Create a special effect attached to the chest of (Attacked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
      • Special Effect - Destroy (Last created special effect)
      • Trigger - Turn off (This trigger)
      • Unit - Cause Gordon to damage Bone_Braker_target, dealing Bone_Breaker_Extra_Damage damage of attack type Chaos and damage type Universal
      • Custom script: call RemoveLocation(udg_Location4[49])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 100) Less than or equal to 30
        • Then - Actions
          • Unit - Set level of Cripple |Demonic Harp Slow for Bone_Breaker_Caster to ((Level of Bone breaker ( Minotaur Gordon ) for Gordon) + 13)
          • Unit - Order Bone_Breaker_Caster to Stop
          • Unit - Order Bone_Breaker_Caster to Undead Necromancer - Cripple Bone_Braker_target
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Bone_Braker_target has buff Broken leg ) Not equal to True
            • Then - Actions
              • Unit - Set level of Cripple |Demonic Harp Slow for Bone_Breaker_Caster to ((Level of Bone breaker ( Minotaur Gordon ) for Gordon) + 9)
              • Unit - Order Bone_Breaker_Caster to Stop
              • Unit - Order Bone_Breaker_Caster to Undead Necromancer - Cripple Bone_Braker_target
            • Else - Actions
              • Do nothing
      • Set Bone_Breaker_Boolean = False




be causing this

gordon.jpg



as you can see i save the damage this unit (giant arthas) is taking into a variable... then i create a floating text with the amount of damage taken and i re-damage the damaged unit with the damage taken... but for some reason a lot of times a 0 appears there...

What could be happening?
 
well... it is not meant to be a critical strike ability... but can be taken as some sort of...

but i dont understand why, if tell him to do the damage that has already been done, it deals 0 damage (or at least the displayed number is 0)... the event is "unit takes damage" so it shouldnt fire if the enemy doesnt take it
 
i dont think so.... coz if the variable is not overwritten by a new damage it should have stored the last damage dealt...

besides when a unit is attacked i simply add the attacked unit to a damage detection trigger where everything is done... "unit is attacked" event does nothing
 
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