is there a possibility to count assist-kills? Maybe via trigger etc.? I count death and kills via an "any unit dies" trigger, but I cant see a way for tracking if a player assists a kill!?
Basics:
1. Array of timers with the dimensions: players x players
2. any unit takes non-fatal damage -> check the attacker and the killer in the conditions -> start appropriate timer
Advanced:
- use an additional effect + validators like one that checks that the target is a hero. This means that this effect needs to be called for every unit hit so you need to add a search when using splash damage. This most likely requires modifications to every damage effect to include a set that starts the damage and the dummy effect. This dummy effect can be an empty set. Start the trigger with the usage of this effect instead of the damage one.
When a unit is killed, you check the array for timers with a remaining time > 0 and reset these timers.
Easy, isn't it?
You can even get the chronological order of the assists when using timers.
The way we do it is we track when players are in combat with each other (each time someone takes damage, the countdown is reset - roughly 10 seconds).
We also track the amount of damage a player has recieved, when the timer hits 0 it wipes the damage information.
We then run a function to check all the other players in the game who are not allied, and then if they had done damage to that hero (and are still in combat when the hero dies), then they get an assist.
We also work out a pie for the cash + exp, but that is getting quite a bit more complicated as it then works out who gets the kill credit etc. Its not as simple as who got the last hit.
BTW, When I say timer I don't mean Blizzard's timers, I mean simply an integer that is counting down on the game loop.
Hi,
is there a possibility to count assist-kills? Maybe via trigger etc.? I count death and kills via an "any unit dies" trigger, but I cant see a way for tracking if a player assists a kill!?
Basics:
1. Array of timers with the dimensions: players x players
2. any unit takes non-fatal damage -> check the attacker and the killer in the conditions -> start appropriate timer
Advanced:
- use an additional effect + validators like one that checks that the target is a hero. This means that this effect needs to be called for every unit hit so you need to add a search when using splash damage. This most likely requires modifications to every damage effect to include a set that starts the damage and the dummy effect. This dummy effect can be an empty set. Start the trigger with the usage of this effect instead of the damage one.
When a unit is killed, you check the array for timers with a remaining time > 0 and reset these timers.
Easy, isn't it?
You can even get the chronological order of the assists when using timers.
The way we do it is we track when players are in combat with each other (each time someone takes damage, the countdown is reset - roughly 10 seconds).
We also track the amount of damage a player has recieved, when the timer hits 0 it wipes the damage information.
We then run a function to check all the other players in the game who are not allied, and then if they had done damage to that hero (and are still in combat when the hero dies), then they get an assist.
We also work out a pie for the cash + exp, but that is getting quite a bit more complicated as it then works out who gets the kill credit etc. Its not as simple as who got the last hit.
BTW, When I say timer I don't mean Blizzard's timers, I mean simply an integer that is counting down on the game loop.
hey thx for your tips!
I've chosen the trigger-timer-variant, because the other seams like a lot of unessesary work to me - it works great. thx