Realistic Evasion by Moving Away

CHGhost

New Member
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I.E., running away from (or dodging) an incoming attack before it actually hits you.

For those of you who still don't get it, it's moving your unit away from an incoming ranged/melee attack before they get hurt by it, therefore dodging it. Get the idea? :nuts:

I don't mean the normal ability of Evasion, because all that is is chance...unless it really has something do with it?

If it does, then it's been hard for me trying to find the way to do it. :banghead:

Any solutions?
 

lh2705

Just another Helper
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111
Make the damage type to Artilery instead of instant.
Set the AoE.
Set the damage.
Set the missile speed.
 

Squishy

You can change this now in User CP.
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127
You could make a trigger that has a chance to move a unit a bit to the side and then back again when the unit is attacked.
 
V

venci15

Guest
why don't you make the unit teleport itself back and then to the position where it was
 
V

venci15

Guest
no and make there not be any splash becose there can't be an arrow that can kill everybody in a range of 200
 

konerboy

Run piggy Run!
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95
just set the attack type to Siege, and un-check Homing
___
if you run by a siege arrow you won't loose damage
 

CHGhost

New Member
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Cool, I see the stuff working now. Thanks :D.

But one more question:

I want to show that the unit actually missed its attacked with that miss over the attacker's head, so that the players know that that unit got lucky. :p 'Cause as of now, it doesn't show it.

Solutions to that too?
 

Chocobo

White-Flower
Reaction score
409
I want to show that the unit actually missed its attacked with that miss over the attacker's head, so that the players know that that unit got lucky. :p 'Cause as of now, it doesn't show it

Set the Range Motion Buffer of the attack to something small like 64 (cells), it solves completly your question :
- shows if the attack misses
- misses if the target has moved a bit between attack and hit

Range Motion Buffer can apply to melee and ranged attacks.
 
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