How can I make attacks ignore armor?

Marsmallos

Member
Reaction score
17
Both triggered Unit-deal damage and normal attacks.

I tried to change the attack typ of a unit to "spells" but the attacks are still reduced by armor the normal way (i.e. armor with 30% damage reduction removes 30% of the damage)

And same thing happens if I use a unit - damage area trigger, the damage gets reduced by armor the normal way

Is there some way to aways make an attack deal full unmitigated damage to a target except setting the targets armor to 0?
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
DAMAGE_TYPE_UNKNOWN
- but watch out for this it can also damage invulnerable units
 

Marsmallos

Member
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17
I set the attack type to "none" in the object editor but the attacks still get reduced by armor. The attacks are meant to deal 45 damage, but on a unit with 65% damage reduction they deal about 15-20 damage (it is hard to see exactly how much, but it certainly is too low damage)
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
well im not sure if u can find UNKNOWN in GUI but u can certainly do it in Jass
 

Marsmallos

Member
Reaction score
17
I mean "object editor" as in the editor where you create and edit custom units etc, not the "trigger editor" where you do GUI or jass stuff.
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
oh then i suggest you to choose choas but it won't work on all types of armor as far as i remember
 

Marsmallos

Member
Reaction score
17
Sure? I was under the impression that it just deal full damage VS all armor types, but it still gets reduced by damage reduction.

EDIT: yes, chaos damage still gets reduced by armor, so an attack that has 45 base damage gets its damage 65% reduced vs 65% armor reduction, regardless what armor type
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
well in that case i think ur only solution is using Jass for that matter with Damage type Unknown
 
W

Wiiman420

Guest
Couldn't you just make a simple skill for the unit that allows it to by-pass armor and all that?
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
Giving the unit zero attack and using the action "unit-damage target..." for the damage dealing?
 

Marsmallos

Member
Reaction score
17
Couldn't you just make a simple skill for the unit that allows it to by-pass armor and all that?

Unfortunately I dont think so. There are no skills that are a simple "send missile and deal damage". And if I use an ability my trigger will get much,much larger, since there will be sent 20 missiles and I dont even think it will work since you cant use waits in loops.

In that case it would be like:

Code:
Pick every unit in MyBossFightArea matching matching unit is an enemy of player 12. (usually 10-15 units)
Loop-actions
create 1 [spirit bolt dummyunit] at LocationofMyBossvariable
add a 11 sec Generic expiration timer to last created unit
order last created unit to (Spirit Bolt (picked unit)) [COLOR="Blue"]<-[A missile spell that deals 45 damage to the target][/COLOR]
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))
wait 0.50 seconds
order last created unit to (Spirit Bolt (picked unit))

So I figured using a dummy unit that attacked (and had 0.50 sec cooldown and unlimited range to his attack) was better.

EDIT: I realised I havent told you what I am trying to create. Basicly, it is a channeled spell that causes the hero to shot one bolt á 45 damage on each enemy in range every 0.5 sec, for 10 sec or a total of 900 damage.
I solved it by creating a dummy unit with 0.5 attack speed and a ranged attack with the missile I want to use for each target in range (pick all units matching condition) and ordering it to attack the picked unit.
Then I remove all dummies after 10 seconds.

Here are some screenshots of how I want it to look:
 

Vestras

Retired
Reaction score
249
You have to set a units damage type to DAMAGE_TYPE_UNIVERSAL.
Dunno if its possible in GUI though.

And yes, you can use waits in loops.
 

Vestras

Retired
Reaction score
249
Maybe, but there are damn many leaks. All those waits includes one leak each. (To Marsmellow; if you don't want those leaks, create custom scripts with call TriggerSleepAction(yourtime) instead of those waits. The exact same effect, just no leaks)
 

Marsmallos

Member
Reaction score
17
call TriggerSleepAction(yourtime)

"yourtime" is replaced by i.e 0.50 for 0.5 seconds and 1.00 for 1 seconds yes?

EDIT: That is not how the spell is triggered at the moment, it is how it would be triggered if I gave an ability to the dummy and had them use it instead.

This is how my real trigger is:

Code:
Spirit bolts
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        MalacrassBoss_incombat Equal to True
        (Ability being cast) Equal to (Boss5) Spirit Bolts 
    Actions
        Set MalacrassBoss_location = (Position of (Casting unit))
        Unit Group - Pick every unit in (Units in Malacrass fight area <gen> matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Create 1 Dummycaster Spirit Bolts for Player 12 (Brown) at MalacrassBoss_location facing Default building facing degrees
                Unit - Hide (Last created unit)
                Unit - Order (Last created unit) to Attack (Picked unit)
                Unit Group - Add (Last created unit) to MalacrassBoss_spiritbolts
        Wait 10.10 seconds
        Unit Group - Pick every unit in MalacrassBoss_spiritbolts and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
        Wait 1.00 seconds
        Unit - Order MALACRASS to Neutral Dark Ranger - Charm (Random unit from (Units in Malacrass fight area <gen> matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True)))
        Wait 1.00 seconds
        Unit - Order MALACRASS to Attack MalacrassBoss_aggrotarget

I just have to clean up leaks
 

Vestras

Retired
Reaction score
249
> "yourtime" is replaced by i.e 0.50 for 0.5 seconds and 1.00 for 1 seconds yes?

Yes.

> This is how my real trigger is:

You know that you can't issue orders to hidden units, right?
 

Marsmallos

Member
Reaction score
17
You know that you can't issue orders to hidden units, right?

Haha, look at my screenshots, it seems to work anyway :S The bolts you see in the image are the "Spirit Bolts" and they are simply the missile attack of the Hidden unit. So the order seems to be issued anyway...
 

Accname

2D-Graphics enthusiast
Reaction score
1,464
i've tested it out, if you use the trigger, 'unit - damage target' use unknown damage to attack without any blocked damage
 
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