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4rpl:commands:applytodamagemap

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4rpl:commands:applytodamagemap [2022/05/01 23:33] – Added info about (theorized) 1 depth of Creeper = 1,000,000 in value and some additional examples. Vertu4rpl:commands:applytodamagemap [2025/08/23 17:51] (current) – old revision restored (2024/02/18 20:07) virgilw
Line 29: Line 29:
 <code 4rpl> <code 4rpl>
 ApplyToDamageMap(self <-targetX <-targetZ 10 5000000 false) ApplyToDamageMap(self <-targetX <-targetZ 10 5000000 false)
 +
 +#Since the damage was associated with a unit, no need to remove it.
 +#If you need to remove all damage associated with a unit prior to 
 +#the destruction of the unit, call RemoveUnitDamageMap.
 +</code>
 +
 +<code 4rpl>
 +ApplyToDamageMap(-1 <-targetX <-targetZ 10 5000000 false)
  
 :Destroyed :Destroyed
-   #Remove the damage when this unit is destroyed +   #Remove the damage. Since damage was applied but not associated with a unit, it must be manually removed 
-   ApplyToDamageMap(self <-targetX <-targetZ 10 -5000000 false)+   ApplyToDamageMap(-1 <-targetX <-targetZ 10 -5000000 false)
 </code> </code>
 +
 <code 4rpl> <code 4rpl>
 ApplyToDamageMap(self <-targetX <-targetZ 10 <-DAMAGE 1000000 * false) ApplyToDamageMap(self <-targetX <-targetZ 10 <-DAMAGE 1000000 * false)
 #Using a DAMAGE Initial Variable, we multiply it by 1,000,000 to keep it scaled to real values of Creeper depth. #Using a DAMAGE Initial Variable, we multiply it by 1,000,000 to keep it scaled to real values of Creeper depth.
  
-:Destroyed +</code> 
-   #Remove the damage when this unit is destroyed + 
-   ApplyToDamageMap(self <-targetX <-targetZ 10 <-DAMAGE -1000000 * false)+==== Presets ==== 
 +<code 4rpl> 
 +ApplyToDamageMap(<-shotUnit <-targetPos.x <-targetPos.z <-RADIUS <-DAMAGE 1000000 * false)
 </code> </code>
  
 <=[[4rpl:start| Index]] <=[[4rpl:start| Index]]
  
4rpl/commands/applytodamagemap.1651448015.txt.gz · Last modified: 2025/02/14 14:56 (external edit)