I tested with stalker shooting stalker, put the percentage to 100%. When a low cliff stalker (A) attack stalker (B) on high cliff and miss happen ( let it keep attacking, provided that it always miss), quickly order another stalker (C) on the same high cliff to attack (B) and it didn't lose any HP. The problem is that the trigger is by a per attack basis, it need to nullify or cancel that attack instead of making target take no damage. That way other unit can attack while that same unit "take no damage"
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
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@KorvinGump: Go
I tested with stalker shooting stalker, put the percentage to 100%. When a low cliff stalker (A) attack stalker (B) on high cliff and miss happen ( let it keep attacking, provided that it always miss), quickly order another stalker (C) on the same high cliff to attack (B) and it didn't lose any HP. The problem is that the trigger is by a per attack basis, it need to nullify or cancel that attack instead of making target take no damage. That way other unit can attack while that same unit "take no damage"
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