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    posted a message on Help with Damage Trigger

    @Elmaex: Go

    That sounds perfect. I'm away from my computer so I can't try it out right now, but I imagine it will work, thank you.

    I guess triggering things like this is still just a habit left over from the wc3 editor.

    Posted in: Triggers
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    posted a message on Help with Damage Trigger

    So, I made a unit which I want to deal 1 bonus damage for each other of the same unit near it when it attacks. The best way I could think to do this (I could be wrong) was by triggering it. I made the trigger below, originally with an instant damage effect on the attack, and I believe it worked (I'm not 100% because I didn't look closely as I was focused on the attack not being how I had wanted it). I have since changed the attack to a missile attack and now the trigger is definitely not working.

    I assume the problem originates from the "damaging unit" being the missile rather than the unit launching the missile, although I don't know that for sure, and if that is the case I have no idea how to fix it. All the data fields are correct (I didn't accidentally use the other Drone or anything like that). So can anyone possibly tell me what the problem is? Or an alternate solution? Thank you.

    • Drone Damage
    • Events
      • Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
    • Conditions
      • (Damaging effect) == Drone Beam Damage
    • Actions
      • Environment - Deal damage using Drone Beam Damage Dummy on (Triggering unit) from (Damaging unit) with (Number of Living units in (Drone units within 4.0 of (Position of (Damaging unit)) where player (Damaging player) matches filter Excluded: Missile, Dead, Hidden, with at most Any Amount)) extra damage
    Posted in: Triggers
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    posted a message on Need help with a melee unit attack animation

    Edit: I solved my primary problem, I had removed the animation properties from "Combat: Launch Assets+" but I had to actually click the little red minus in order to actually remove the model as well. Surely enough it was a pretty dumb mistake. Anyway, I still have some more basic questions at the bottom if anyone wanders into this thread and is in a particularly helpful mood (irrelevant parts are in italics now).

    I know this is a pretty basic question and I'm sorry, but I've just recently started working on a map and despite reading through basically every tutorial I could find, it seems I'm still encountering some problems.

    I'm making a custom unit which is melee with the Defiler model. I've managed everything else relating to the attack (damage, sounds, etc.) but my only problem has arisen from the actual animation the Defiler model plays for attacking. The problem is that after playing the attack animation I've chosen (Variation 01), there is a remnant of the model that remains on the map for a couple seconds before disappearing. This is especially unusual because when viewing the attack animation in the previewer, there's no standing time, so I'm not really sure where it's coming from.

    I've tried two different methods of adding the animation. In the first place I tried just putting it in the Attack Action Actor under "Combat: Launch Assets+" After that I had this problem, and I studied some other units and saw they didn't have it there, so I tried doing it the other way I could figure out. I made a Model Actor (Animation Style One Shot), used the Defiler model, and under "Event: Events+" did the whole "Effect.<mydmgeffect>.Start-Create || ActorCreation-AnimPlay<its attack animation> || AnimDone-Destroy"

    I figured that the way I did it first wasn't destroying the model in a timely fashion so this should fix it, but it didn't, it's still exactly the same (I tried reducing the time variant in the AnimPlay, but it always looks exactly the same and lasts the same amount of time). So how can I use the Defiler's attack animation for its attack and have it not persist afterwards for some amount of time?

    Edit: I used the search function a bit more and found that the Unit Actor has built-in attack animation events, so I tried using that instead (by deleting my Model Actor) but I still have the same problem, Defiler model copies left for a second or two after the unit attacks.

    Also, while I'm here, 3 more smaller questions (these I'm more likely to be able to solve on my own, but I've spent hours trying to fix the above and haven't really focused on these yet, but obviously if someone can answer them it would save me some significant amount of annoyance):

    1) My unit is selectable by directly left-clicking on it, but I cannot select it by clicking-and-dragging (box selecting). Even if I make the box just around him, he'll still never be selected.

    2) How do I display player colors on the unit?

    3) Sometimes, if I right-click on an enemy unit while I'm some distance away from it (outside of attack range), it will play my attack launch sound. It doesn't happen all the time (I can't figure out the exact circumstances to duplicate it consistently), and if I use attack-move it won't happen. What's going on with this sound (otherwise both the launch and impact sounds play normally)? [The sound is linked to the attack in the Action Actor "Combat: Launch Assets+" field] Thank you very much for any help!

    Posted in: Data
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