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PC games
WarCraft III Modding
% Chance on damage problem
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<blockquote data-quote="vile" data-source="post: 114079" data-attributes="member: 5959"><p>Nope. Vex's system is flawed, it cancels orb effects in the game.</p><p> </p><p>Did you know that Combat - Animation - Damage Point isn't accurate? </p><p>As well as backswing point. </p><p></p><p>I've run a few tests. My hero's damage point is 0.460 </p><p>When he started attacking, i ran a timer to see how long it takes from his animation till the actual damage </p><p>it returned 0.371.. </p><p></p><p>It's a part of my attack damage detection experiment. </p><p>Worked quite well. </p><p>Since it's on 0.371 that he is damaging, each time he attacks, a timer runs with a duration of 0.370. Leaving it 0.001 second to detect. After its run, on 0.370 it adds the damage event to the target, and destroys it upon execution. An additional timer runs for 0.002 seconds, making sure the trigger is destroyed in case the unit started running or</p><p>did not perform his attack. </p><p>Works perfectly, just fyi.</p></blockquote><p></p>
[QUOTE="vile, post: 114079, member: 5959"] Nope. Vex's system is flawed, it cancels orb effects in the game. Did you know that Combat - Animation - Damage Point isn't accurate? As well as backswing point. I've run a few tests. My hero's damage point is 0.460 When he started attacking, i ran a timer to see how long it takes from his animation till the actual damage it returned 0.371.. It's a part of my attack damage detection experiment. Worked quite well. Since it's on 0.371 that he is damaging, each time he attacks, a timer runs with a duration of 0.370. Leaving it 0.001 second to detect. After its run, on 0.370 it adds the damage event to the target, and destroys it upon execution. An additional timer runs for 0.002 seconds, making sure the trigger is destroyed in case the unit started running or did not perform his attack. Works perfectly, just fyi. [/QUOTE]
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Other Gaming Forum
PC games
WarCraft III Modding
% Chance on damage problem
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