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Author Topic: Friendly Fire  (Read 4958 times)

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Re: Friendly Fire
« Reply #15 on: »
I guess self-inflicted damage is off the table unless someone can figure it out.  I may try later.
my mod has a whole tree dedicated so self inflicted harm(%max hp as a resource), it can be done with the hp mod over time effect, you can also deal damage to your self without scaling on focus, with instant death invisible pets

Re: Friendly Fire
« Reply #16 on: »
Yeah, but I want selectively applied self-inflicted damage.  If you're in the fireball, you burn.  If not, you don't.

What I have now is a skill where damage shapes are irrelevant to detecting the caster.  If I turn on possible damage for the caster it is always applied whether or not they're in the damage shape as long as the Event condition is met (I.e. trigger, unit_hit, missile_die, etc).

Re: Friendly Fire
« Reply #17 on: »
Yeah, but I want selectively applied self-inflicted damage.  If you're in the fireball, you burn.  If not, you don't.
invisible dummy units  :D
summon one to make an area, (you can use the spam cast or the aura method). and set the target on the skill as GOOD, and on the affixes as OWNER,
if you want it to also damage other players and pets, set the affix targeting to FRIEND

almost all targeting problems ive encountered when making my class was solved with invisible dummy units 8)
« Last Edit: October 21, 2014, 02:42:42 pm by TwinkleToes »

Re: Friendly Fire
« Reply #18 on: »
Excellent.  I will give this a try.

Re: Friendly Fire
« Reply #19 on: »
The dummy works like a charm, Twinkle!  Muchos gracias!  ;D

Re: Friendly Fire
« Reply #20 on: »
np  ;D
i finally get to put some of my discoveries to good use  8)

Re: Friendly Fire
« Reply #21 on: »
Quote from: TwinkleToes
almost all targeting problems ive encountered when making my class was solved with invisible dummy units 8)

LOL! This is too great :D


 

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