I made a weapon in my game that sets things on fire. If the target dies from that damage over time from the fire, the killing unit will not receive bounty. The damage over time is a behavior (negative regeneration). Is there a way to make it give bounty to the killing unit?
Go to your damage effect and change "Launch Location" to "Caster unit".
What's happening here is that the behavior's source unit is the one it's currently applied to, while the caster unit is the one that applied the behavior. Changing the damage effect's launch unit from "Source" to "Caster" will ensure that the correct unit is attributed with the kill.
Alternatively, use a persistent effect instead of a behavior.
I fixed it by creating a damage effect and having it be periodic every 1 second on the behavior. Thank you for suggestions, didn't know that about negative regen.
I made a weapon in my game that sets things on fire. If the target dies from that damage over time from the fire, the killing unit will not receive bounty. The damage over time is a behavior (negative regeneration). Is there a way to make it give bounty to the killing unit?
Thanks!
Go to your damage effect and change "Launch Location" to "Caster unit".
What's happening here is that the behavior's source unit is the one it's currently applied to, while the caster unit is the one that applied the behavior. Changing the damage effect's launch unit from "Source" to "Caster" will ensure that the correct unit is attributed with the kill.
Alternatively, use a persistent effect instead of a behavior.
@Stormahawk: Go
Negative regeneration doesn't work that way. You will have to replace it with a behavior with a periodic damage effect.
I assume Tya misunderstood and didn't read the bit about negative regeneration, as he/she referred to the damage effect as well.
I fixed it by creating a damage effect and having it be periodic every 1 second on the behavior. Thank you for suggestions, didn't know that about negative regen.
Oh. Yes, I didn't see that part!