Is it possible to make a unit invincible to one player but not invincible to others? I want to make destructible rocks "unbreakable" to one player but any other player can break them. Is this possible with triggers or not? Let's say I want player 5 to not be able to break rocks, but I want players 1-4 to be able to. That's what I want to happen. If it is possible, would someone mind telling me how to do it exactly? I'm not very good at the editor, and this is mainly the only trigger I will have that I'm not sure about, so I don't think I need a triggerer for this, I just want to know how to do it if it is possible. I appreciate any help in advance.
Data approach would probably require behavior with 100% damage reduction and validator comparing attacking player.
You could otherwise create more versatile setup which would require 15 validators (compare player X ) and 15 behaviors which would reduce damage by 100% for given player linked to corresponding validator.
Name them something like "Immunity against player X" Ups, validators cannot compare player index
Okay...... this is confusing for me, like I said I'm somewhat new to the editor. Would it be better to find a triggerer for my map? I just thought it would be a nuisance to have to find a triggerer for one trigger... Thanks for your help though.
If your using pre placed units on map and you want let's say 'Rocks unit' to not be damageable by player 5 then your trigger will look look like this
Event:'Rocksunit'takesdamageActions:if(ownerofdamagingunit)==5settriggeringunitcurrentlife=triggeringunitcurrentlife+damagetakenamount;// this will simply heal the unit back if attacking player is the player that it should be immune to
If the player do not change then you can add another event to the same trigger with different unit.
Okay, that makes more sense, however, I can't find the value for the (owner of damaging unit). I was able to work out the events, but I can't get the other half of it to work. Is it a custom value that I need to enter or what? Sorry if this is annoying, like I said, I don't know how to do triggers....
Im not a data expert, however one idea to avoid the "no player validator" problem could be to create a buff for each player. So for example a buff called "Player1", "Player2" etc. thats applied to all units owned by the specific player and check the attacking unit for that buff instead.
Okay, I understand what you're saying, but I don't know how to do it, that's the thing. I think it would be easier for me to just find a triggerer, even if it's only for a few triggers. I appreciate your help, both of you, I just am not experienced enough to be able to do it myself unless I have a step by step process from someone. I'm going to have to view some tutorials.....
Okay, that makes more sense, however, I can't find the value for the (owner of damaging unit). I was able to work out the events, but I can't get the other half of it to work. Is it a custom value that I need to enter or what? Sorry if this is annoying, like I said, I don't know how to do triggers....
Category: Unit -> Owner of Unit -> Damaging Unit
Category: Unit -> Set Unit Property (life current) -> Math arithmetic
Is it possible to make a unit invincible to one player but not invincible to others? I want to make destructible rocks "unbreakable" to one player but any other player can break them. Is this possible with triggers or not? Let's say I want player 5 to not be able to break rocks, but I want players 1-4 to be able to. That's what I want to happen. If it is possible, would someone mind telling me how to do it exactly? I'm not very good at the editor, and this is mainly the only trigger I will have that I'm not sure about, so I don't think I need a triggerer for this, I just want to know how to do it if it is possible. I appreciate any help in advance.
This will work with possible exception when player 1 shot the unit.
Data approach would probably require behavior with 100% damage reduction and validator comparing attacking player.You could otherwise create more versatile setup which would require 15 validators (compare player X ) and 15 behaviors which would reduce damage by 100% for given player linked to corresponding validator.Name them something like "Immunity against player X"
Ups, validators cannot compare player index
@Nerfpl: Go
Okay...... this is confusing for me, like I said I'm somewhat new to the editor. Would it be better to find a triggerer for my map? I just thought it would be a nuisance to have to find a triggerer for one trigger... Thanks for your help though.
If your using pre placed units on map and you want let's say 'Rocks unit' to not be damageable by player 5 then your trigger will look look like this
If the player do not change then you can add another event to the same trigger with different unit.
@Nerfpl:
Okay, that makes more sense, however, I can't find the value for the (owner of damaging unit). I was able to work out the events, but I can't get the other half of it to work. Is it a custom value that I need to enter or what? Sorry if this is annoying, like I said, I don't know how to do triggers....
Im not a data expert, however one idea to avoid the "no player validator" problem could be to create a buff for each player. So for example a buff called "Player1", "Player2" etc. thats applied to all units owned by the specific player and check the attacking unit for that buff instead.
@Mille25:
Okay, I understand what you're saying, but I don't know how to do it, that's the thing. I think it would be easier for me to just find a triggerer, even if it's only for a few triggers. I appreciate your help, both of you, I just am not experienced enough to be able to do it myself unless I have a step by step process from someone. I'm going to have to view some tutorials.....
Category: Unit -> Owner of Unit -> Damaging Unit
Category: Unit -> Set Unit Property (life current) -> Math arithmetic
@Nerfpl: Go
Perfect! Thank you for your help. I'll give you credit for your help. I appreciate it very much.