Reduces all type of damage by percentage, missiles, instant, etc, like 180 degrees arc at his back. Sort of a shield. That reduces damage only at one side of unit.
it's a behaviour on all units ( if i recall correctly), showing "1,5x" from the side and "2x" from the back when taking damage, you have to dig through the map
Let me guess, its 2 behavior with validators that compares the angle between attacker and attacked unit? if its 45º-135º it applies a 1.5x multiplier to the attack and a 2x for 135º-180º ?
If thats so what happens if the unit receives an attack in its back, but the attacker is in front, say from an AOE or a ricocheted effect?
Let me guess, its 2 behavior with validators that compares the angle between attacker and attacked unit? if its 45º-135º it applies a 1.5x multiplier to the attack and a 2x for 135º-180º ?
If thats so what happens if the unit receives an attack in its back, but the attacker is in front, say from an AOE or a ricocheted effect?
It won't work with aoe impacts? What about long range missiles that need time to come from caster that is moving?
Those kinds of attacks will probably require editing of the weapon effects themselves, or triggers.
You can test if basic scope selection works (Source Point and Target Point specifically), but ultimately there's nothing that uniquely identifies fancy AoE patterns or odd missile trajectories. Also some attacks, like Lurker spines, acid puddles, Psi Storm etc. don't really have a "direction" you can represent ingame.
Now, if you code each attack individually, you can make it read out the missile position/AoE epicenter fairly easily since it has access to the full scope of its effect chain, but that's a lot of work and you have to stay on top of it with all future additions.
Im talking about Bristleback from dota2. Is it possible to make alternative to his passive ability in sc2?
Maybe you should mention what that is/does.
Reduces all type of damage by percentage, missiles, instant, etc, like 180 degrees arc at his back. Sort of a shield. That reduces damage only at one side of unit.
i did that in an unfinished map i attached at this: http://www.sc2mapster.com/forums/development/data/67049-team-shops/
Where i can find this ability?
it's a behaviour on all units ( if i recall correctly), showing "1,5x" from the side and "2x" from the back when taking damage, you have to dig through the map
Let me guess, its 2 behavior with validators that compares the angle between attacker and attacked unit? if its 45º-135º it applies a 1.5x multiplier to the attack and a 2x for 135º-180º ?
If thats so what happens if the unit receives an attack in its back, but the attacker is in front, say from an AOE or a ricocheted effect?
It won't work with aoe impacts? What about long range missiles that need time to come from caster that is moving?
Those kinds of attacks will probably require editing of the weapon effects themselves, or triggers.
You can test if basic scope selection works (Source Point and Target Point specifically), but ultimately there's nothing that uniquely identifies fancy AoE patterns or odd missile trajectories. Also some attacks, like Lurker spines, acid puddles, Psi Storm etc. don't really have a "direction" you can represent ingame.
Now, if you code each attack individually, you can make it read out the missile position/AoE epicenter fairly easily since it has access to the full scope of its effect chain, but that's a lot of work and you have to stay on top of it with all future additions.
The damage reduction of the buffs can be set to react differently to different damage types set under the Damage effect.
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
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