Maybe make it so that when it "hits" a target, it also applies a damaging effect on itself (the missile) that kills it (the missile)?
I don't have the editor open at this time, but I believe that's possible without too much effort :)
If not - make a trigger that checks for the "missile impact" effect, and then kills the caster (the missile) ?
To get the damage point one has to get data from the Catalog Field Value Get, keep in mind though that there is units with weapons that have 0.00 as Damage Point (Zealot for example) and this cause the behavior to be removed as soon as it was applied since the wait is 0.00 seconds. A way to get around this is to make a "minimum wait time".
The "damage unit X from unit Y" actions from the Warcraft 3 editor appear to have been removed in the SC2 editor, so it's probably difficult at best through triggers... might be something in the data editor though.
You can create an effect on a unit from a unit with triggers:
Environment - Create Effect on (Unit A) from (Unit B)
So, just create the units weapons damage effect and you'll have it? :)
0
Very good tutorial, I enjoyed it from the beginning to end.
Keep it up! :)
0
@rrowland: Go
Maybe make it so that when it "hits" a target, it also applies a damaging effect on itself (the missile) that kills it (the missile)? I don't have the editor open at this time, but I believe that's possible without too much effort :)
If not - make a trigger that checks for the "missile impact" effect, and then kills the caster (the missile) ?
0
I made a behavior named Critical Strike (x2) that causes the host to deal double damage on each attack.
Then I made the following trigger that applies and removes the behavior.
To get the damage point one has to get data from the Catalog Field Value Get, keep in mind though that there is units with weapons that have 0.00 as Damage Point (Zealot for example) and this cause the behavior to be removed as soon as it was applied since the wait is 0.00 seconds. A way to get around this is to make a "minimum wait time".
0
I take it it's currently impossible, or nobody knows how to do it.
0
Maybe make a trigger for the "remove cloak on attack" thing? Something out from my head that I believe would work is:
I don't know about the Stimpack and Blink part though..
0
So, I have this trigger with the following event:
Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
Is there any way to check what kind the damaging effect is? Like if it's ranged, melee, spell etc.
0
You can create an effect on a unit from a unit with triggers:
Environment - Create Effect on (Unit A) from (Unit B)
So, just create the units weapons damage effect and you'll have it? :)