Gore on Damage

Chewbalka

New Member
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Alright, i thought this up to make the game more visual. triggerings no problem but the idea i had to make it just got me deeper and deeper into problems on how big the code would have to be.

anyway the idea is when a unit takes 20 damage speciel effect 1 goes off on the units location and then removes itself after its done if it takes 40 damage it does speciel effect 2 and 70 or more damage speciel effect 3 happens

obviouly the speciel effects are blood splater effects.

any ideas?
 

bOb666777

Stand against the ugly world domination face!
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ANY damage? Or 20 damage from some kind of source?
 

bOb666777

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So you want whenever a unit takes damage that's more than 20, theres blood? Or is it build-up damage?
 

Chewbalka

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gets hit 20 damage blood effect 1 shows
gets hit 40 damage blood effect 2 shows
gets hit 70 damage blood effect 3 shows

no build up.
its like getting hit, and getting hit hard. getting hit hard wil have more blood.
 

bOb666777

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Alright then, I'll be right back.
Check this post for edits.

Um, do you mind jass? I figured it would be both easier to import and to make with it. And to clean leaks too.
 

Kuberr24

Well-Known Member
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you need a trigger with no event, and 3 if conditions:

Trigger:
  • Trigger1
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Damage taken) Greater than or equal to 70.00
        • Then - Actions
          • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
          • Special Effect - Destroy (Last created special effect)
          • Skip remaining actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Damage taken) Greater than or equal to 40.00
            • Then - Actions
              • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
              • Special Effect - Destroy (Last created special effect)
              • Skip remaining actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Damage taken) Greater than or equal to 20.00
                • Then - Actions
                  • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Skip remaining actions
                • Else - Actions


Now, this trigger still has no events. now we will use another trigger to make sure it has one!

Trigger:
  • Trigger 2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • Unit-type of triggering unit not equal to building
      • Unit-type of triggering unit not equal to wards
      • Unit-type of triggering unit not equal to ghosts
    • Actions
      • Trigger - Add to (Trigger1) the event (Unit - (Triggering unit) Takes damage)
 

bOb666777

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This leaks, and it doesn't include pre-placed units.
 

Chewbalka

New Member
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thanks but one of my main problems was i could never find

event responce - damage taken

in boolean intiger real or unit comparisons.
where did you find it?

i thought i had to create a damage detection system.


for preplaced

Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Trigger - Add to A Unit Takes Damage <gen> the event (Unit - (Picked unit) Takes damage)

i can just add a if/then/else to remove the wards buildings etc..
 

bOb666777

Stand against the ugly world domination face!
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Do you still want me to make a leakless one? Do you have newgen?
 

Chewbalka

New Member
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if someone can tell me where to find (Damage taken) i could make it leakless on my own, if the person just wrighten it in and it doesent actually exist. i would like yours instead.

and ya i do have newgen. the version thats on this forum (pined thread)
 

Kuberr24

Well-Known Member
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28
Trigger:
  • (Damage taken) Greater than or equal to 20.00


is a real comparison (not an integer comparison)



also, what leaks about it? reals don't leak? units clean up automatically? special effects are destroyed?
do you mean the events I add leak? that's only a problem in maps where units constantly get spawned, and it can be fixed I think
 

Chewbalka

New Member
Reaction score
14
Trigger:
  • (Damage taken) Greater than or equal to 20.00


is a real comparison (not an integer comparison)



also, what leaks about it? reals don't leak? units clean up automatically? special effects are destroyed?
do you mean the events I add leak? that's only a problem in maps where units constantly get spawned, and it can be fixed I think

thanks, i passed right by it like 3 times and didint even notice it, stupid me..
 
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