Create Immunity

MissKerrigan

Active Member
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Hi Guys

I know how to create an immunity for an 'effect'.
Just set the target filter in the 'search' menu.

Now I want to make an immunity for a behavoir
So I created an effect called 'apply behavoir' but can't find the search filter anywhere

help pls

MissKerrigan
 
You need to create a behaviour (of the type buff) that you want to apply and set that in the Behaviour: Behaviour field on the effect. On the bahaviour, you can use the Behaviour: Modification + property to make units with the buff invulnerable by checking Invulnerable in the State Flags under the behaviour tab.


EDIT: I may have misunderstood the question. Are you trying to make a unit invulnerable through a behaviour?
 
set the damage reduction to 100% with a behavior?

or did you want them to be immune to a behavior? be less vague please
 
set the damage reduction to 100% with a behavior?
Interestingly enough, 100% damage reduction doesn't actually stop the unit from receiving damage (the unit tends to take 1 damage from all attacks).
 
that depends, in game data there is a minimum damage field, it is 0.5, you can change this to 0.0 if you want the unit to be capable of taking no damage
 
I try to create an immunity for a behavoir I try to explain better, damn my english sometimes :)

I programmed the Immortal unit with 2 effects:

1. Effect/Immortal (Phrase Disrupters) - Phase Disrupters (Damage) = just 10 damage
2. Effect/Stun Apply Behavoir (5% chance in this one) - Behavoir/stun (stun unit for 2.5 seconds)

Now what I try to create is an immune for this, so ONLY the numbe 1 up here must hit the enemy target and not the number 2



Well I noticed I can make an immunity for the queen poison:

1. Effect/Acid Spines (Launch Missile) - Acid Spines (Damage) = 5 damage
2. Effect/Poison Apply Behavoir (5% chance in this one) - Effect/Poison Damage (5 damage a second for 10 seconds)

So I went to the text editor and created a game attribute 'Immune for poison' and gave it to some enemy creeps
Ofcourse I had to set the Effect/Poison Damage up here the next: target filters - Immune poison excluded

But I don't know how to get the immunity for the stun effect (or also the slow, teleport and confuse effect I have)

OMG long story haha!!
Hope to think it's worth the time to read

Any help pls

Thxzzzz x
 
trigger the stun or make it so that the stun only targets non-(something) targets... ie: it cant target: massive; biological; armored; w/e you want it to not target, then change the unit between that and not that
 
trigger the stun or make it so that the stun only targets non-(something) targets... ie: it cant target: massive; biological; armored; w/e you want it to not target, then change the unit between that and not that

This most likely involves changing the attributes, something that might not be acceptable. It's also ugly :p Also, you can do it without triggers with target filters. You can also change the unit attributes(massive, biological and armored and such) with the data editor.

I would use a validator if there's not a lot of unite types that will be immune to the stun.

Open the validator tab in the data editor and make a new one of type unit-type.


Change Validator:Value to the unit type of the immune target.

Uncheck Validator:Find, otherwise it will ONLY target the immune unit type.

Then go find the stun effect, edit the Effect:Validators and add the validator you created.

Maybe you don't want a specific unit-type to be immune but maybe some hero unit uses an ability to become immune. In this case, you would make the ability apply an "immune" behavior, you would then make the validator of type "Unit compare Behavior Count". Change Validator:Behavior to the "Immune" behavior and the Validator:Value to 1.
 
was only spitballing, and why is changing game constants so ugly in this? i have no problem with it in wc3
 
We're not talking about editing the gameplay constants. We're talking about unit attributes, this is things like "massive", "armored" and "mechanical". Since these attributes are shown when you select the unit and you need an attribute that is not used in some other way in your map. So you take some remote attribute, like "hover". In that case, people will see that the unit that is immune against the stun is "hover".

This is quite ugly and a way without having to give the unit a specific unit an attribute is better.
 
i was meaning the constants for the invulnerablility comment, setting the minimum damage taken to 0.0 rather than 0.5

i could see how editing a unit could get ugly
 
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