You could setup a Trigger that launches when the event Unit is Attacked occurs. Inside you could look at Unit Properties of the Triggering Unit and use If/Then and other control structures to implement the logic you want. Would probably be best to keep that in a separate Action Definition in case you want to call it from multiple events (if you explicitly remove HP from a unit, for example).
EVENT:
Unit Property -> Any Unit Life Changes
CONDITIONS:
and V
...Triggering Unit == (your unit)
...Unit Property -> Triggering Unit Life <= 2
ACTIONS:
whatever you want
Hmm, is there an action/ comparison or event regarding something like this: if hp of unit <= 2 do this?
@olimoli123: Go
You could setup a Trigger that launches when the event Unit is Attacked occurs. Inside you could look at Unit Properties of the Triggering Unit and use If/Then and other control structures to implement the logic you want. Would probably be best to keep that in a separate Action Definition in case you want to call it from multiple events (if you explicitly remove HP from a unit, for example).
EVENT:
Unit Property -> Any Unit Life Changes
CONDITIONS:
and V
...Triggering Unit == (your unit)
...Unit Property -> Triggering Unit Life <= 2
ACTIONS:
whatever you want
@ctccromer: Go
^ A+