Low HitPoint Detection Problem

Crusher

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121
So, it won't show the text over my damaged unit once it reaches 150 Hit Points.

Trigger:
  • Low Hitpoint System
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Barbarian
      • (Unit-type of (Attacked unit)) Equal to Healer
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Attacked unit)) Less than 150.00
        • Then - Actions
          • Set HirelingAttacked = (Attacked unit)
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] at (Position of HirelingAttacked) with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        • Else - Actions
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
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97
are you sure the damage have reached 150 before the damage comes?
since this will only run WHEN you start attack him when he already have 150 or lesser hp.
 

Crusher

You can change this now in User CP.
Reaction score
121
My unit has 700 hit points. He needs to be on 150 hit points in order to display this floating text, but it doesn't work, sadly.
 

Crusher

You can change this now in User CP.
Reaction score
121
It doesn't run even if you don't have any additional condition.
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Not sure why its not working this works for me
Trigger:
  • Melee Initialization
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Knight
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Attacked unit)) Less than or equal to 300.00
        • Then - Actions
          • Floating Text - Create floating text that reads WOW!! at (Position of (Attacked unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the age of (Last created floating text) to 2.50 seconds
        • Else - Actions

I would recheck your HirelingStrings Variable post it maybe we can help.
 

Crusher

You can change this now in User CP.
Reaction score
121
These are my strings:

Trigger:
  • -------- Strings Hirelings on low health --------
    • Set HirelingStrings[1] = Aid me!
    • Set HirelingStrings[2] = Help me!
    • Set HirelingStrings[3] = My health is low!
    • Set HirelingStrings[4] = I need some healing!


Event is melee initialization.

Edit: Hex, try to set 2 units inside conditions and see if it works (like I did).

BTW: If you set it lesser or equal, that means that each hit he will say ''help me'', and I don't want that.

I tested it out with ''less and equal'', it works, but it doesn't work if I set ''equal'' only.
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
If its equal alone the unit MUST have 150 hitpoints or it wont fire.
Trigger:
  • Or - Any (Conditions) are true
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Knight
      • (Unit-type of (Triggering unit)) Equal to Rifleman

Try make your conditions like this.
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
If its equal alone the unit MUST have 150 hitpoints or it wont fire.
Trigger:
  • Or - Any (Conditions) are true
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Knight
      • (Unit-type of (Triggering unit)) Equal to Rifleman

Try make your conditions like this.

it is the condition, it says the attacked unit got to be a barbarian AND a healer what it can, most probably, not be.
do as Hex.16 said. it doesnt matter whether you use Attacked or Triggering Unit, both are the same for this event.
 

Crusher

You can change this now in User CP.
Reaction score
121
If its equal alone the unit MUST have 150 hitpoints or it wont fire.
Trigger:
  • Or - Any (Conditions) are true
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Knight
      • (Unit-type of (Triggering unit)) Equal to Rifleman

Try make your conditions like this.

You mean like this, or?

Trigger:
  • Low Hitpoint System
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Barbarian
      • (Unit-type of (Attacked unit)) Equal to Healer
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
          • (Life of (Attacked unit)) Equal to 150.00
        • Then - Actions
          • Set HirelingAttacked = (Attacked unit)
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] at (Position of HirelingAttacked) with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        • Else - Actions


or like this?

Trigger:
  • Low Hitpoint System
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Barbarian
      • (Unit-type of (Attacked unit)) Equal to Healer
      • Or - Any (Conditions) are true
        • Conditions
          • (Life of (Attacked unit)) Equal to 150.00
    • Actions
      • Set HirelingAttacked = (Attacked unit)
      • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] at (Position of HirelingAttacked) with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds


EDIT: Both ways do NOT work.

Edit 2: If you really want, I can send you the map over. Afterall, I started 2 days ago, so it's nothing big.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Code:
ADD unit setup
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        ((Triggering unit) is in Already_ADDED_Group) Equal to False
    Actions
        Unit Group - Add (Triggering unit) to Already_ADDED_Group
        Trigger - Add to "your damage detection trigger" <gen> the event (Unit - (Triggering unit) Takes damage)

use this to detect unit takes damage for unit that comes later.
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Trigger:
  • Low Hitpoint System
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • Or - Any (Conditions) are true
        • (Unit-type of (Attacked unit)) Equal to Barbarian
        • (Unit-type of (Attacked unit)) Equal to Healer
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Attacked unit)) Equal to 150.00
        • Then - Actions
          • Set HirelingAttacked = (Attacked unit)
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] at (Position of HirelingAttacked) with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        • Else - Actions

EDIT: Remember your unit needs to have exactly 150 hp for this to fire because of
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Life of (Attacked unit)) Equal to 150.00
 

Crusher

You can change this now in User CP.
Reaction score
121
I've done everything you told me, it's still the same.

Trigger:
  • Low Hitpoint System
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
      • (Unit-type of (Attacked unit)) Equal to Barbarian
      • (Unit-type of (Attacked unit)) Equal to Healer
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Attacked unit)) Equal to 150.00
        • Then - Actions
          • Set HirelingAttacked = (Attacked unit)
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] at (Position of HirelingAttacked) with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] above HirelingAttacked with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        • Else - Actions
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Trigger:
  • (Unit-type of (Attacked unit)) Equal to Barbarian
    • (Unit-type of (Attacked unit)) Equal to Healer


isn't inside the "or"
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Trigger:
  • Or - Any (Conditions) are true
    • Conditions
    • (Unit-type of (Attacked unit)) Equal to Barbarian
    • (Unit-type of (Attacked unit)) Equal to Healer

Put them in the Or
Trigger:
  • Or - Any (Conditions) are true
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Barbarian
      • (Unit-type of (Attacked unit)) Equal to Healer

Also use a test like
Trigger:
  • Events
    • Unit - A unit Is attacked
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Attacked unit)) Equal to Barbarian
          • (Unit-type of (Attacked unit)) Equal to Healer
    • Actions
      • Set life of(attacked unit) to 150
 

Crusher

You can change this now in User CP.
Reaction score
121
Seems that this doesn't work at all.

I'm willing to put my map on the internet if you want to check it out.

Trigger:
  • Low Hitpoint System
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Attacked unit)) Equal to Barbarian
          • (Unit-type of (Attacked unit)) Equal to Healer
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Attacked unit)) Equal to 150.00
        • Then - Actions
          • Set HirelingAttacked = (Attacked unit)
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] at (Position of HirelingAttacked) with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Create floating text that reads HirelingStrings[(Random integer number between 1 and 4)] above HirelingAttacked with Z offset 0.00, using font size 9.00, color (70.00%, 70.00%, 80.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        • Else - Actions
 
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