Trithilon-V2
New Member
- Reaction score
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Now most of the guyz on th board are familiar with attack and damage detection systems and their traits.Well i am on the edge of making a successfull one and it is just a few triggers away from reality......
Now let me simplify this for you.....
The only limitation in any attack/damage detection system is whether the attack was made or not in the case of ranged units, if yes was the attack missed or not?
Now the evasion can be tackled by removing the evasion skill from the game and triggering one your self. (you can also trigger the evasion due to difference in cliffs and make them miss)
The only problem left is whether the projectile was launched or not?
This can be solved by one though i had in mind.
If jsut set a standard projectile speed (like 900) or even have exceptions by entering the actual speed.
And have a standard attack projectile launch delay (damage point) then we could actually detect if the projectile was launched or not.
Long story short we could have a system which actually does the following :-
1:- whenever a attack is made a timer is struck and accordingly a trigger records if any other actions (spells or stop orders) were issued to the unit during the period till the timer expires.
2:- If there were no such orders given,then we can declare the attack as successful and wait for the damage to be dealt. (Any direct damage spells like finger of death will be triggered in such a way that it wont fool the damage detection system into thinking that it was a attack damage)
So i have dealt with a system that records order ids and classifies them into spells, attack and inturrption orders (like stop, hold positions etc.)
So all that is left is a system which waits till the timer expires and checks if there have been any changes in the last order ids.
Also new suggestions to the system are welcome.
Now let me simplify this for you.....
The only limitation in any attack/damage detection system is whether the attack was made or not in the case of ranged units, if yes was the attack missed or not?
Now the evasion can be tackled by removing the evasion skill from the game and triggering one your self. (you can also trigger the evasion due to difference in cliffs and make them miss)
The only problem left is whether the projectile was launched or not?
This can be solved by one though i had in mind.
If jsut set a standard projectile speed (like 900) or even have exceptions by entering the actual speed.
And have a standard attack projectile launch delay (damage point) then we could actually detect if the projectile was launched or not.
Long story short we could have a system which actually does the following :-
1:- whenever a attack is made a timer is struck and accordingly a trigger records if any other actions (spells or stop orders) were issued to the unit during the period till the timer expires.
2:- If there were no such orders given,then we can declare the attack as successful and wait for the damage to be dealt. (Any direct damage spells like finger of death will be triggered in such a way that it wont fool the damage detection system into thinking that it was a attack damage)
So i have dealt with a system that records order ids and classifies them into spells, attack and inturrption orders (like stop, hold positions etc.)
So all that is left is a system which waits till the timer expires and checks if there have been any changes in the last order ids.
Also new suggestions to the system are welcome.