I present to you the mechanics of misses from Warcraft 3. Only one trigger :D .
Chance misses 25%. You can easily change the percentage of altering the condition of Miss > 75.
Sorry to disappoint your findings. I've tried this solution but it pose a huge problem when multiple unit attacking 1 target or when attack speed is too fast. The action Make unit take no damage will last for a while. My best solution is use a buff behavior. In "damage response percent" set to percent to happen. damage response multiplier (or fraction I can't remember) set to 0. Not sure how to create a text tag this way though
Sorry to disappoint your findings. I've tried this solution but it pose a huge problem when multiple unit attacking 1 target or when attack speed is too fast. The action Make unit take no damage will last for a while. My best solution is use a buff behavior. In "damage response percent" set to percent to happen. damage response multiplier (or fraction I can't remember) set to 0. Not sure how to create a text tag this way though
I just spent the experiments: 1) Marauder with fast attack 2) Five Marauders with fast attack attacking one, and all calculations are carried out perfectly convergent.
I think that the execution time Triger not be greater than 0.001, and perhaps this value is even smaller. Attack rate could not be faster than one attack in 0.001 seconds. So I think on average it is a normal result. I had a lot of experiments now, and everything works fine.
Maybe you can show me in any case there are problems?
I prefer data editor for most things... so I like the 2nd solution... but trigger is clear so that's good :D
Have you tried just ordering the attacking unit to stop? Not sure...
Hmm, could be Galaxy Editor and will work better, but it is unknown how the random variable obtained in their case. In my case, I know that I will have a normal distribution, although if I have time I want to test both methods and see which method is really better :D .
I tested with stalker shooting stalker, put the percentage to 100%. When a low cliff stalker (A) attack stalker (B) on high cliff and miss happen ( let it keep attacking, provided that it always miss), quickly order another stalker (C) on the same high cliff to attack (B) and it didn't lose any HP. The problem is that the trigger is by a per attack basis, it need to nullify or cancel that attack instead of making target take no damage. That way other unit can attack while that same unit "take no damage"
Yes this is true :( . But in any case, the trigger is useful where the units would not be a big attack speed, and if it is needed for showings title miss. I think the realization of presenting title will not be in doubt :D .
Thank you for showing the place where the error occurred.
I haven't tested this, but when a unit is missed then it stays in "Take No Damage"-state until it's being attack again, doesn't it?
So would that "Take No Damage"-state not also nullify Psi Storm / Seeker Missiles / etc that's being thrown at the unit?
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Hello everyone.
I present to you the mechanics of misses from Warcraft 3. Only one trigger :D . Chance misses 25%. You can easily change the percentage of altering the condition of Miss > 75.
See screenshot below. Enjoy.
http://www.youtube.com/user/RussianMapster
Sorry to disappoint your findings. I've tried this solution but it pose a huge problem when multiple unit attacking 1 target or when attack speed is too fast. The action Make unit take no damage will last for a while. My best solution is use a buff behavior. In "damage response percent" set to percent to happen. damage response multiplier (or fraction I can't remember) set to 0. Not sure how to create a text tag this way though
I just spent the experiments: 1) Marauder with fast attack 2) Five Marauders with fast attack attacking one, and all calculations are carried out perfectly convergent.
I think that the execution time Triger not be greater than 0.001, and perhaps this value is even smaller. Attack rate could not be faster than one attack in 0.001 seconds. So I think on average it is a normal result. I had a lot of experiments now, and everything works fine.
Maybe you can show me in any case there are problems?
http://www.youtube.com/user/RussianMapster
@progammer: Go
I prefer data editor for most things... so I like the 2nd solution... but trigger is clear so that's good :D
Have you tried just ordering the attacking unit to stop? Not sure...
Hmm, could be Galaxy Editor and will work better, but it is unknown how the random variable obtained in their case. In my case, I know that I will have a normal distribution, although if I have time I want to test both methods and see which method is really better :D .
http://www.youtube.com/user/RussianMapster
@KorvinGump: Go
I tested with stalker shooting stalker, put the percentage to 100%. When a low cliff stalker (A) attack stalker (B) on high cliff and miss happen ( let it keep attacking, provided that it always miss), quickly order another stalker (C) on the same high cliff to attack (B) and it didn't lose any HP. The problem is that the trigger is by a per attack basis, it need to nullify or cancel that attack instead of making target take no damage. That way other unit can attack while that same unit "take no damage"
@progammer: Go
Yes this is true :( . But in any case, the trigger is useful where the units would not be a big attack speed, and if it is needed for showings title miss. I think the realization of presenting title will not be in doubt :D .
Thank you for showing the place where the error occurred.
http://www.youtube.com/user/RussianMapster
@progammer: Go
It can be done simply like that...
An attack multiplier buff of 0 multiplier with OnDamaged event set a % chance that the multiplier will take effect.
I haven't tested this, but when a unit is missed then it stays in "Take No Damage"-state until it's being attack again, doesn't it?
So would that "Take No Damage"-state not also nullify Psi Storm / Seeker Missiles / etc that's being thrown at the unit?