I am hoping someone out there can give me some ideas to try to help fix my latest trouble. First I'll give the rundown of what's happening and then what I've tried so far.
The heroes in my current project map have an ability called Heavy Shielding (Well, three different types Compact, Standard and Heavy, but that doesn't matter much). This ability is in essence a mana shield for my heroes that drain energy by X amount for each point of damage taken. This is done both with a dummy behavior with a damage response and a trigger called every time the unit would take damage. This all works as well as it should (I wish there was a better data solution for the mana shield ability, but I've yet to successfully create one).
I have created an actor based off the Hardened Shield actor from the Immortal protoss unit. While the dummy behavior is active and any damage is handled by the damage response it fires off the animation for the Hardened Shield. This all works great, heroes get surrounded and the animation is playing continuously.
The trouble I've run into is one of my heroes has an ability that does X amount of damage per second while active, but boosts his damage and attack speed by Y and Z. The problem is when my Heavy Shield is active the damage is getting handled by my damage response and then triggering the Hardened Shield animation which I want to prevent.
I added an extra condition to my trigger that handles the damage the unit takes so it no longer activates my trigger when the ability damages the unit, but I haven't been able to successfully come up with a way to prevent the actor from firing off when this happens. I would like the shields to be active at the same time as the self-damaging ability so that any external damage is handled like it should.
I tried adding a term to the actor event with a Status Set and IsStatus combination that required the Status to be 0, but anytime the self-damaging ability was turned on it would change that Status to 1, then when it was turned back off it would change the Status back to 0 where it should be. This didn't seem to do anything but disable the shield animation entirely. I should also note that this Heavy Shield is in use by 2 of my heroes and only one of them has the self-damaging ability. I'm working to try and find a solution that allows both units to have the animation appear for external damage.
Thanks for reading that mini-wall of text, Any suggestions?
I am hoping someone out there can give me some ideas to try to help fix my latest trouble. First I'll give the rundown of what's happening and then what I've tried so far.
The heroes in my current project map have an ability called Heavy Shielding (Well, three different types Compact, Standard and Heavy, but that doesn't matter much). This ability is in essence a mana shield for my heroes that drain energy by X amount for each point of damage taken. This is done both with a dummy behavior with a damage response and a trigger called every time the unit would take damage. This all works as well as it should (I wish there was a better data solution for the mana shield ability, but I've yet to successfully create one).
I have created an actor based off the Hardened Shield actor from the Immortal protoss unit. While the dummy behavior is active and any damage is handled by the damage response it fires off the animation for the Hardened Shield. This all works great, heroes get surrounded and the animation is playing continuously.
The trouble I've run into is one of my heroes has an ability that does X amount of damage per second while active, but boosts his damage and attack speed by Y and Z. The problem is when my Heavy Shield is active the damage is getting handled by my damage response and then triggering the Hardened Shield animation which I want to prevent.
I added an extra condition to my trigger that handles the damage the unit takes so it no longer activates my trigger when the ability damages the unit, but I haven't been able to successfully come up with a way to prevent the actor from firing off when this happens. I would like the shields to be active at the same time as the self-damaging ability so that any external damage is handled like it should.
I tried adding a term to the actor event with a Status Set and IsStatus combination that required the Status to be 0, but anytime the self-damaging ability was turned on it would change that Status to 1, then when it was turned back off it would change the Status back to 0 where it should be. This didn't seem to do anything but disable the shield animation entirely. I should also note that this Heavy Shield is in use by 2 of my heroes and only one of them has the self-damaging ability. I'm working to try and find a solution that allows both units to have the animation appear for external damage.
Thanks for reading that mini-wall of text, Any suggestions?
Under events specify which effect/behaviour triggers the visual.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
These are my current events for the shield actor:
Behavior.HeavyShield.DamageHandled -> Create
Behavior.CompactShield.DamageHandled -> Create
Behavior.StandardShield.DamageHandled -> Create
I've tried looking for a term to check for an existing behavior or ability, but no luck so far
Tried setting the cap to 1? Or just use Behaviour.x.On?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg