trigger damage help

S

sockerguy5

Guest
I've been creating a map for a while and I have several abilities for my heros that create damage using triggers. This works fairly well, I usually use:

Set life of triggering unit to (life of triggering unit - whatever)

But I realized a problem recently. When this damage actually kills someone, the death is not attributed to the hero casting the ability. They wont get the bounty and the wont get credit for the hero kills (which everyone seems to love). Is there a way to attribute a kill to someone with trigger damage?
 
I'm not sure if that will work. You're suggesting that I can determine the "killing unit". If that were the case, I wouldn't be having any of these problems. The hero is using an ability, which "triggers" an event to have the units against whom the ability was cast lose damage.

I have a couple of options that I see.

1) within that trigger, I could determine the life of the target of the ability to see if the hero will die after the damage is given. Then, I could do as you suggested by giving the caster gold and printing "Hero A has killed Hero B". The downside is that you never get to see the bounty numbers (ie +100) come on the screen. Also, that kill wont be registered in the final score screen after the game is over. Additionally, magic immunity will not stop these triggers from taking damage as it should.

2) I could do something tricky. I haven't come up with anything that seems feasible yet. I thought about creating a dummy caster disguised as some doodad. I could use this caster to change color/team and cast a visual-less ability. Then, the kill would be attributed to the correct player. However, this leads to many issues. I can't allow that caster to be seen or targeted. Also, I have to allow him to deal several different amounts of damage corresponding to my many ability triggers....certainly more than he has ability spots for. In general, overly complicated.

I was hoping someone had a better idea....
 
if u post ur triigeri could help more but:

im assuming u have something like this:
(this is in psudocode)

action -- unit - unit uses ability
condition ---
events -- set target unit hp to -100
- {for the floating text like in a bounty kill} creat floating text that reads (+23) for triggering unit at location of target.
-for kills {u need a kills varable for each player} "player1"=variable name
if triggering unit is owned by player one then set player1 to = player1+1
that should work for your score screen problem u could make two very small units in an unused corner of the map fight each other i.e. killing unit =p1 dying =p2
p1 gets a tiny unit that is invonrable and has 10000 damage and p2 gets a very weak unit with 1 hp and no attack.

try that if u show me ur trigger i can help a bit more, in real triggers.
 
Use the Unit - Damage Unit function, it does the same, but gives you bounty and experience if it kills the unit.
 
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