Display DMG Done When You Attack Problem

Leazy

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Hello,

I made a trigger which is suppose to add to a variable the dmg done when you attack a unit.

So, I made these triggers:

Code:
Get Unit Damage Setup A
    Events
        Map initialization
    Conditions
    Actions
        Set UnitGroup[1] = (Units in (Playable map area))
        Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
            Loop - Actions
                Trigger - Add to Get Unit Damage <gen> the event (Unit - (Picked unit) Takes damage)
        Custom script:   call DestroyGroup(udg_UnitGroup[1])
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

Code:
Get Unit Damage Setup B
    Events
        Unit - A unit enters (Playable map area)
    Conditions
    Actions
        Trigger - Add to Get Unit Damage <gen> the event (Unit - (Entering unit) Takes damage)

Code:
Get Unit Damage NO SPELL DMG
    Events
        Unit - A unit Begins channeling an ability
        Unit - A unit Starts the effect of an ability
        Unit - A unit Begins casting an ability
    Conditions
    Actions
        Unit Group - Remove (Triggering unit) from DMGUnitGroup

Code:
Get Unit Damage YES TO ATTACK DMG
    Events
        Unit - A unit Is attacked
    Conditions
    Actions
        Unit Group - Add (Attacking unit) to DMGUnitGroup

Code:
Get Unit Damage
    Events
    Conditions
        ((Damage source) is in DMGUnitGroup) Equal to True
        ((Damage source) is A Hero) Equal to True
    Actions
        Quest - Display to (Player group((Owner of (Damage source)))) the Quest Update message: (u did + ((String((Integer((Damage taken))))) +  dmg!))
        Set UnitDamage[(Player number of (Owner of (Damage source)))] = (Damage taken)


Works, however some times it displays ''u did 0 dmg!'', why is this? (The DMG dealer is a lvl 10 tauren chieftain)
 

UndeadDragon

Super Moderator
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447
Is the ''u did 0 dmg!' when the tauren misses?
 

Exide

I am amazingly focused right now!
Reaction score
448
Try changing:
Code:
Get Unit Damage Setup B
    Events
        Unit - A unit enters (Playable map area)
    Conditions
    Actions
        Trigger - Add to Get Unit Damage <gen> the event (Unit - ([COLOR="red"]Entering unit[/COLOR]) Takes damage)

Into:

Code:
Get Unit Damage Setup B
    Events
        Unit - A unit enters (Playable map area)
    Conditions
    Actions
        Trigger - Add to Get Unit Damage <gen> the event (Unit - ([COLOR="Red"]Triggering unit[/COLOR]) Takes damage)

Also, try adding a If / Then /Else to 'Get Unit Damage', checking if (Damage taken) is greater than 0 then do ..actions.. 'else do nada'
 

Leazy

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Nope, the tauren can't miss at is it for now.

Also, I also thinked about adding an if / then / else, and it looks like I will do so :)

Btw, thanks for reminding me of the entering unit thing! =)
 

Leazy

You can change this now in User CP.
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Show DMG Done

Hello,

I made a system to display DMG done. I want it to work like this:

The DMG done is displayed for the damage source at the damage target.

The DMG done is displayed for the damage target at the damage source.

So I did these lines:

Code:
                Set Point[1] = (Position of (Triggering unit))
                Set Point[2] = (Position of (Damage source))
                -------- Show DMG Done For Damage Source --------
                Floating Text - Create floating text that reads (PlayerColors[(Player number of (Owner of (Damage source)))] + ((String((Integer((Damage taken))))) + |r)) at Point[1] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.10 seconds
                Floating Text - Hide (Last created floating text) for (All players)
                Floating Text - Show (Last created floating text) for (Player group((Owner of (Damage source))))
                -------- Show DMG Done For Damage Target --------
                Floating Text - Create floating text that reads (PlayerColors[(Player number of (Owner of (Damage source)))] + ((String((Integer((Damage taken))))) + |r)) at Point[2] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.10 seconds
                Floating Text - Hide (Last created floating text) for (All players)
                Floating Text - Show (Last created floating text) for (Player group((Owner of (Triggering unit))))
                -------- Clear Leaks --------
                Custom script:   call RemoveLocation (udg_Point[1])
                Custom script:   call RemoveLocation (udg_Point[2])
            Else - Actions

Everything that I did not include in the trigger works, the only problem is this:

When I do DMG with my unit it is displayed at the damage target (as I want).

However, when I GET DMG it is still displayed at the damage source for me, I wan't it to me displayed above my unit when it takes DMG.

Anyone know whats the problem?
 

Choppa

www.warcraft-gamers.po.gs
Reaction score
59
So like

Player 1 attacks Player 2.
Damage for player 1 done to player 2 is shown above player 2's unit.
Damage taken by player 2 is shown above player 1's unit?
 

Choppa

www.warcraft-gamers.po.gs
Reaction score
59
This is my damage taken system
 

Attachments

  • Damage Taken - Choppa.w3x
    26.7 KB · Views: 127

Leazy

You can change this now in User CP.
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As I said, everything works, except for that the texts don't show up at the right spots, so I thought it were kinda oblivious that I got events etc.

Thanks for your system, I will look into it.

Edit: Your system is not how I want it.
You should edit it some man, it's not that good atm =/

Thanks for the help, anyone know whats wrong with my trigger?
 
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