Help with Area of Splash damage

newtonrox

Member
Reaction score
2
hi ppl ^^ i'm new at thehelper forum =D

so i was wondering if it's possible to change the size a unit's AOE as Mortar Team
like upgrading it without using any skill such as Orb of Annihilation
cuz i don't want Spell Damage for my unit for balance's sake =p
 

uberfoop

~=Admiral Stukov=~
Reaction score
177
You could use the chaos ability; any units with it will turn into a specfied different unit when it becomes available, so you could make it require an upgrade and give it to the unit that has aoe damage. The unit it turns into could have greater aoe.
 

newtonrox

Member
Reaction score
2
nice idea ^^
thx

and by the way
is it possible to make a unit not explode when it dies for Artillery type attacks?
because when i change Artillery to Missile(splash) the aoe attack disappears (not the damage but the icon to targert aoe) from the unit T_T

well it cannot explode because if an army does not leave any corpse when it kills a unit, it might spoil the game, like when a hero try to cast Ressurrect or Animate Dead XD

does anyone know how to fix this?
 

newtonrox

Member
Reaction score
2
hahaah i just realized the answer
i'm gonna trigger the stuff ^^
create a corpse for owner of (dying unit) if its killer = Mortar Team

thx for help ^^
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Detect when a unit attacks that is before they die and explode
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
noooooooo
it didn't work

i think war3 cannot detect a unit after it explode ...
pls help T_T


Instead of making a second post a couple of minutes after making a first one, you should edit the first post...

Using a trigger to make corpses for units killed by artillery works for me:
Trigger:
  • Corpse Generation
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Killing unit)) Equal to Artillery Unit
      • ((Triggering unit) is A structure) Equal to False
      • ((Triggering unit) is A Hero) Equal to False
      • ((Triggering unit) is an illusion) Equal to False
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create a (Unit-type of (Triggering unit)) corpse for (Owner of (Triggering unit)) at TempPoint
      • Custom script: call RemoveLocation(udg_TempPoint)
Probably should have excluded summoned units too. But anyway, there's a better way, I found:

Trigger:
  • Init Damage Detection
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- This leaks a unit group --------
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Trigger - Add to Nonexploding Artillery Attack <gen> the event (Unit - (Picked unit) Takes damage)

Trigger:
  • Add Damage Detection
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Nonexploding Artillery Attack <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Nonexploding Artillery Attack
    • Events
    • Conditions
      • ((Life of (Triggering unit)) - 0.40) Less than (Damage taken)
      • (Unit-type of (Damage source)) Equal to Artillery Unit
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Cause (Damage source) to damage (Triggering unit), dealing (Damage taken) damage of attack type Chaos and damage type Universal
      • Trigger - Turn on (This trigger)

Unit Takes Damage events run immediately before the damage is applied, so by using a trigger to cause non-artillery damage equal to the damage received, but only in the case that it will kill the unit (life - 0.4 < damage), it will kill it normally, not exploding it.
 

newtonrox

Member
Reaction score
2
Instead of making a second post a couple of minutes after making a first one, you should edit the first post...

Using a trigger to make corpses for units killed by artillery works for me:
Trigger:
  • Corpse Generation
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Killing unit)) Equal to Artillery Unit
      • ((Triggering unit) is A structure) Equal to False
      • ((Triggering unit) is A Hero) Equal to False
      • ((Triggering unit) is an illusion) Equal to False
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create a (Unit-type of (Triggering unit)) corpse for (Owner of (Triggering unit)) at TempPoint
      • Custom script: call RemoveLocation(udg_TempPoint)
Probably should have excluded summoned units too. But anyway, there's a better way, I found:

Trigger:
  • Init Damage Detection
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- This leaks a unit group --------
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Trigger - Add to Nonexploding Artillery Attack &lt;gen&gt; the event (Unit - (Picked unit) Takes damage)

Trigger:
  • Add Damage Detection
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Nonexploding Artillery Attack &lt;gen&gt; the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • Nonexploding Artillery Attack
    • Events
    • Conditions
      • ((Life of (Triggering unit)) - 0.40) Less than (Damage taken)
      • (Unit-type of (Damage source)) Equal to Artillery Unit
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Cause (Damage source) to damage (Triggering unit), dealing (Damage taken) damage of attack type Chaos and damage type Universal
      • Trigger - Turn on (This trigger)

Unit Takes Damage events run immediately before the damage is applied, so by using a trigger to cause non-artillery damage equal to the damage received, but only in the case that it will kill the unit (life - 0.4 < damage), it will kill it normally, not exploding it.

sry for kinda spamming =/
and thx for ur solution ^^
this forum is the best
ppl are so helpful =D

one more question:
"Replace" function is a BJ fuction so it will probably leak right? is it a location leak? is it based on "Create a corpse" or "Create a unit"?
 
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