Hello sc2mapster community! Another question for yall. I'm working with auras now, and I was wondering how to make an aura hurt 100 damage per second when the enemies units are in a 12 radius. I have the aura set up, so I just need to know how to make the enemies inside the radius to get effected. Oh, and if I could learn how to make it ignore targets armor, that would be great too. Thanks!
You say you have the aura set up, so I assume that means you have a behavior that periodically launches a Search Area effect--in this case make the period 1 second. The Search Area Filter should exclude allies, neutral, and player, and dead, hidden, stasis units. Set it to apply a Damage effect to units found in the area, and that effect shoild be 100 dmg. Set the Armor Reduction to 0 on the damage effect so it ignores armor. And there you go.
Depending on the desired effect you will need validators and/or multiple effects for it to work properly against units with shields. (it will still damage them, but probably not by the intended amount)
You were very well correct with the damage thing. So in the beginning, the waves die in one shot. Then, when a wave with shields came, it hurt them 5 shield. Then, when the next waves came, it hurt them by around 2000. The numbers were all over. So I have few more questions. Thanks for all of the support by the way.
So, what do I do for the maximum and current if I want it to hurt 5%? I put 5 in for both, though with these wacky damages, I'm not sure if they're correct.
And 2nd, what do I do to make it so if the enemies have shield, it hurts the shield by 5%, and if they have life, then they hurt the life by 5%?
If you set Vitals Fraction - Max Life to 0.05 a 0 armor, no regen, no shields unit should die in 20 ticks regardless of HP. Make sure that damage effect doesn't cause splash damage (for splash, use a Search effect to apply individual damage effects)
If that doesn't work the mechanic might be bugged. Another guess is that it takes the vitals of another source, so you might have to set the source of the damage effect to the intended target (and use a KillsToCaster effect if need be, or a validator+instakill effect)
For shields it really depends on what you want to do. If you want to treat them like regular HP an easy setup would be to apply a set of multiple effects:
x% max shield drain, with a validator "current shields=/=0, or >whatever you expect units to regen between hits"
x% max life drain, with a validator "current shields: =0 if units can't regen shields in combat ; <something small if they can regen much less than x% max shields in a reasonabe amount of time ; <x% if they have super-regen" OR a "shield factor" of 0
You will want to apply the life drain first, otherwise the shield drain can reduce the shields to 0 and the life drain kicks in on the same tick.
This setup isn't perfect, the hit that breaks the shields will always be a bit weird. You can carry over the shield drain as life damage, set shields to 0 and negate the rest of that hit, or set shields to 0 and apply a (possibly weakened) health damage tick. You can't properly record the "shield overkill" and transfer it into a %life damage equal to the %shields of said overkill.
Hello sc2mapster community! Another question for yall. I'm working with auras now, and I was wondering how to make an aura hurt 100 damage per second when the enemies units are in a 12 radius. I have the aura set up, so I just need to know how to make the enemies inside the radius to get effected. Oh, and if I could learn how to make it ignore targets armor, that would be great too. Thanks!
@littlefury916:
You say you have the aura set up, so I assume that means you have a behavior that periodically launches a Search Area effect--in this case make the period 1 second. The Search Area Filter should exclude allies, neutral, and player, and dead, hidden, stasis units. Set it to apply a Damage effect to units found in the area, and that effect shoild be 100 dmg. Set the Armor Reduction to 0 on the damage effect so it ignores armor. And there you go.
Thanks, I got it to work. Do you know, by any chance, how to make it hurt say 5% of the units life per second?
"Effect - Damage" "Vitals Fraction (max/current)"
Depending on the desired effect you will need validators and/or multiple effects for it to work properly against units with shields. (it will still damage them, but probably not by the intended amount)
You were very well correct with the damage thing. So in the beginning, the waves die in one shot. Then, when a wave with shields came, it hurt them 5 shield. Then, when the next waves came, it hurt them by around 2000. The numbers were all over. So I have few more questions. Thanks for all of the support by the way. So, what do I do for the maximum and current if I want it to hurt 5%? I put 5 in for both, though with these wacky damages, I'm not sure if they're correct. And 2nd, what do I do to make it so if the enemies have shield, it hurts the shield by 5%, and if they have life, then they hurt the life by 5%?
If you set Vitals Fraction - Max Life to 0.05 a 0 armor, no regen, no shields unit should die in 20 ticks regardless of HP. Make sure that damage effect doesn't cause splash damage (for splash, use a Search effect to apply individual damage effects)
If that doesn't work the mechanic might be bugged. Another guess is that it takes the vitals of another source, so you might have to set the source of the damage effect to the intended target (and use a KillsToCaster effect if need be, or a validator+instakill effect)
For shields it really depends on what you want to do. If you want to treat them like regular HP an easy setup would be to apply a set of multiple effects:
You will want to apply the life drain first, otherwise the shield drain can reduce the shields to 0 and the life drain kicks in on the same tick.
This setup isn't perfect, the hit that breaks the shields will always be a bit weird. You can carry over the shield drain as life damage, set shields to 0 and negate the rest of that hit, or set shields to 0 and apply a (possibly weakened) health damage tick. You can't properly record the "shield overkill" and transfer it into a %life damage equal to the %shields of said overkill.