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    posted a message on Questions about Kill Credit

    Here's a test map file. In it I've also included a simple trigger which will state who is getting kill credit. I recreated the ability which is nearly identical to the one I have in my map. You'll notice I am careful to apply the caster buff first with the kill credit settings before I apply it to the target in the Kill Credit SET. Since the Target buff also has the initial suicide damage set to kill caster. You will notice however that Caster always gets credit for the kill.

     

    Thanks for checking out the test map.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Yes, that makes sense, however for some reason it still does not work even when I put it on the caster. I've even made sure that the kill happens after the buff has been applied, even with a timer which can be seen. 

     

    I've set the kill credit settings on the caster to no avail, it still does not give proper kill credit. The broodlord setup is far simpler then my complex hallucination ability. I've been over it time and time again. Only way I've been able to give the kill credit to the killing player is with triggers. But the Triggers is crude and I'd like to be able to solve this with DATA. If you like, I can create a DEMO map with the problem and you can try it out for yourself.

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Isn’t that supposed to be the case? In any case I’ve tested it numerous times. I have 2 buffs that get successfully applied. One on the target (the unit that attacks the hallucination with the damage response behavior) and one on the caster. 

     

    BTW I’ve tried the kill credit settings on the caster buff as well to no avail. 

    Posted in: Data
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    posted a message on Questions about Kill Credit

    I have literally put the kill credit effect reference on the Target units buff exactly as you have described. If I am doing it incorrectly then there is a step you are not explaining. Also I have checked the buffs to make sure they are all being applied properly. Everything is working through the effect tree except for the kill credit, which always gives it to the caster regardless of settings.

     

    Here are the complete details.

     

     

    Ability: Shadow Clone
    
    Effect: Shadow Clone (SET)
         Create Hallucinations (Spawn Unit)
            Effect: Spawn: Apply Timed life behavior
    
    Timed Life Behavior (This is used to auto kill the hallucinations and has the combat damage response)
    Duration: 15
    Damage response Chance: 1
    Fatal: Enabled
    Handled: Target Kill Credit (SET)
        Apply Target Buff: Target (Attacking) unit
        Apply Caster Buff: caster unit
    
    Target Buff Settings:
      Kill Credit Value: Target
      Kill Credit Effect: Target Kill Credit (SET)
    
    Caster Buff Settings:
      Kill Caster<br />     Impact Location: Caster Unit<br />     Launch Location: Target Unit
    Posted in: Data
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    posted a message on (Solved) Newbie Question - How to properly use the ''Or'' conditition

    Example:

    OR
     -Triggering unit is marine
     -Triggering unit is zergling
     -Triggering unit is zealot
    
    ACTIONS
     -DO STUFF
    

     

     

    Posted in: Triggers
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    posted a message on Questions about Kill Credit

    No, the caster gets credit for the kill. Kills himself....

     

    Its a hallucination that dies and the effect on either behavior to kill Caster doesn't change the kill credit to target.

     

    Basically any hero player should get credit for killing the heros Hallucinations. As in he kills the hero but the kill credit doesn't work with current settings. It just suicides.

     

    Posted in: Data
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    posted a message on Need to hire artist to make Corruptor have melee attack with its claws

    Not sure how difficult or time consuming this would be but thought I'd throw it out there. 

     

    Anyone interested in a potential job? 

     

    PM me your Quotes....

    Posted in: Artist Tavern
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    posted a message on Questions about Kill Credit

    Sorry, it doesn't work.

     

    I've done as you have said. Again, the SET effect on the handled field has apply behavior to caster and target.

     

    IT applies the target buff first with the Credit Field set to Target and then it applies a caster buff which initiates the suicide damage. 

     

    The caster is still getting credit for killing himself..

     

    Posted in: Data
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    posted a message on Unit Compare Kill Count Validator is Broken

    Hmmm, thats a scary thought that one day a validator simply stops working.... Hard to imagine that my map could break instantly with an update and a critical validator suddenly stops working for no reason other then a game update!

    Posted in: Data
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    posted a message on Questions about Kill Credit

    Sorry, 

     

    What effect should the defender apply to the attacker? A behavior, a set effect? how exactly does this then go back to the caster. I'm just not able to visualize the effect tree the way you're describing it.

     

    EDIT:

     

    So Here is what I've tried that doesn't work.

     

    Clone Ability SET Effect

    1st the Caster Applies a Caster Buff which has the Kill - credit: Effect set to Target and the Kill - Credit: Effect field set to Kill Caster SET

    2nd, the clones are Created and they have another damage response behavior.

     

    The clones behavior is set to Fatal Damage Response with 100% chance. Location set to Defender. The Handled effect is the Kill Caster SET.

     

    Inside the kill Caster SET Ive included the damage effect of 10,000 with an impact location set to Caster Unit and a launch location value set to Target Unit.

     

    The caster still gets credit for killing himself when a clone dies. 

     

    Posted in: Data
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    posted a message on Questions about Kill Credit

    I see....

     

    Could I use this same field to give kill credit to the player who killed his clones? (Lets say that you want the hero to die if his hallucinations die, and you want the killing player to get the kill credit)

     

    How would you set that up exactly?

     

    I am not sure how to get the SET effect onto the attacking unit, the one that deals the killing blow.

     

     

    Posted in: Data
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    posted a message on Unit Compare Kill Count Validator is Broken

    I believe this validator is broken. Can anyone confirm?

    Posted in: Data
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    posted a message on (SOLVED) Auto Suicide Behaviors and Triggers and cloaked units

    So apparently I can't get my auto attack behavior to target non visible units even when the filters are set to allowed. 

     

    I've setup a switch effect that basically runs iterations according to various radius, like this:

     

    Switch Effect using enumerate area validator with filters setup the same as the search

    Check Radius 15 (Cloaked Required, Visible required)

    Check Radius 15 (Cloak Excluded, Visible Required)

    Check Radius 15 (Cloak Excluded, Visible Excluded)

    Check Radius 30 (Cloak Required, Visible Required)

    Check Radius 30 (Cloak Excluded, Visible Required)

    Check Radius 30 (Cloak Excluded, Visible Excluded)

    And so forth.... 

     

    I also tried visible on Allowed and they still wont auto attack. They will auto attack everything else. 

     

    I setup a trigger to make sure the switch is working properly and it is. However, it seems that once you get to the (Cloak Excluded, Visible Excluded) part it just gets stuck on that and the units can't target non visible units regardless of how you set the filters. Only way I can get them to target non visible units is by using Triggers.

     

    EDIT

     

    Ah I See now, you need to set to Target Point on the issue order! now everything works perfectly!

    Posted in: Data
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    posted a message on (SOLVED) Auto Suicide Behaviors and Triggers and cloaked units

    Yeah I'm starting to see the possibilities. I think its just a matter of going through all the permutations in the Switch Effect. like an order of operations.

    Posted in: Data
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    posted a message on (SOLVED) Auto Suicide Behaviors and Triggers and cloaked units

    I'm leaning towards a universal suicide behavior that I can easily implement onto waves of minions and certain spawned units. This eliminates the need for a trigger that runs every time a unit goes idle.

     

    Yes, I want to issue order to retarget the next closest targetable unit. If the unit is cloaked and not visible, then I don't want to target because it will just follow around a cloaked unit, but if the unit is just in the fog of war and is the next closest unit, it should still target it because the minions are auto spawning minions and should "suicide" so they aren't standing around doing nothing, or chasing after the closets visible unit which could be farther away then an actual target that is simply in the "Fog of War".

    Posted in: Data
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