Yes this is true :( . But in any case, the trigger is useful where the units would not be a big attack speed, and if it is needed for showings title miss. I think the realization of presenting title will not be in doubt :D .
Thank you for showing the place where the error occurred.
I prefer data editor for most things... so I like the 2nd solution... but trigger is clear so that's good :D
Have you tried just ordering the attacking unit to stop? Not sure...
Hmm, could be Galaxy Editor and will work better, but it is unknown how the random variable obtained in their case. In my case, I know that I will have a normal distribution, although if I have time I want to test both methods and see which method is really better :D .
Sorry to disappoint your findings. I've tried this solution but it pose a huge problem when multiple unit attacking 1 target or when attack speed is too fast. The action Make unit take no damage will last for a while. My best solution is use a buff behavior. In "damage response percent" set to percent to happen. damage response multiplier (or fraction I can't remember) set to 0. Not sure how to create a text tag this way though
I just spent the experiments: 1) Marauder with fast attack 2) Five Marauders with fast attack attacking one, and all calculations are carried out perfectly convergent.
I think that the execution time Triger not be greater than 0.001, and perhaps this value is even smaller. Attack rate could not be faster than one attack in 0.001 seconds. So I think on average it is a normal result. I had a lot of experiments now, and everything works fine.
Maybe you can show me in any case there are problems?
I present to you the mechanics of misses from Warcraft 3. Only one trigger :D .
Chance misses 25%. You can easily change the percentage of altering the condition of Miss > 75.
@progammer: Go
Yes this is true :( . But in any case, the trigger is useful where the units would not be a big attack speed, and if it is needed for showings title miss. I think the realization of presenting title will not be in doubt :D .
Thank you for showing the place where the error occurred.
http://www.youtube.com/user/RussianMapster
Hmm, could be Galaxy Editor and will work better, but it is unknown how the random variable obtained in their case. In my case, I know that I will have a normal distribution, although if I have time I want to test both methods and see which method is really better :D .
http://www.youtube.com/user/RussianMapster
I just spent the experiments: 1) Marauder with fast attack 2) Five Marauders with fast attack attacking one, and all calculations are carried out perfectly convergent.
I think that the execution time Triger not be greater than 0.001, and perhaps this value is even smaller. Attack rate could not be faster than one attack in 0.001 seconds. So I think on average it is a normal result. I had a lot of experiments now, and everything works fine.
Maybe you can show me in any case there are problems?
http://www.youtube.com/user/RussianMapster
Hello everyone.
I present to you the mechanics of misses from Warcraft 3. Only one trigger :D . Chance misses 25%. You can easily change the percentage of altering the condition of Miss > 75.
See screenshot below. Enjoy.
http://www.youtube.com/user/RussianMapster