I have a behavior on a Protoss guy that (when active) is supposed to increase shield regeneration but also cause all incoming attack damage to be redirected to health.
Is there a way to simply redirect all incoming damage to health on the target's side (i.e., somehow modify the behavior to "turn off" shield effects)? So far I've tried Behavior - Modification + (Behavior - State Flags - Suppress Shields [Enable]), no dice so far.
This works great (thank you!), but for some reason the first attack on the unit with this behavior always takes shield+health damage, then reverts to what I want.
Example:
Behavior's on. Unit attacks the behavior-ed unit for 30 damage.
Behavior-ed unit takes -30 health and -30 shields.
All attacks after that subtract -30 and appear to deal no damage to shields.
What's going on with the first attack?
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I have a behavior on a Protoss guy that (when active) is supposed to increase shield regeneration but also cause all incoming attack damage to be redirected to health.
While I've found ways to modify damage to ignore shields on the attacker's side (http://forums.sc2mapster.com/development/map-development/4757-how-do-you-damage-life-and-ignore-shield/#p7), these methods require damage switching on all possible incoming sources of damage.
Is there a way to simply redirect all incoming damage to health on the target's side (i.e., somehow modify the behavior to "turn off" shield effects)? So far I've tried Behavior - Modification + (Behavior - State Flags - Suppress Shields [Enable]), no dice so far.
@Johnzee: Go
Behavior.Modification Vital gained for damage taken: Health -1, Shields +1.
Should do the trick.
@shardfenix: Go
This works great (thank you!), but for some reason the first attack on the unit with this behavior always takes shield+health damage, then reverts to what I want.
Example:
What's going on with the first attack?