Hi Ian, Thanks for responding. The map is called test. I took out the sounds for a quicker download, by the way. Anyway, directly below the cursor is two siege towers. They are labeled first and second. Directly across from the one labeled first is the bordered in area where I have set up in a cross pattern the two protoss units that currently can be hit by this particular player unit. I think the marines can hit them too right now, but there is no marines on the map. To fire, just hit the A button for the attacks by the siege towers. You will notice that the shielded zealots seem to respond correctly to the splash damage, but the shielded dragoons all seem to get hit twice. The dragoons will have something like 17 mech health left, when it should just be the shields are down. So I am not sure if it is a transformation thing at all, but maybe something to do with protections or maybe I screwed up somewhere along the way? I just don't know. For your reference, the protoss units have two units each. One shielded and one normal which they can transform back and forth from thru taking damage, or getting enough energy back in normal mode to reactivate them. Each unit has an inherits flag, plus a "health protect" for their two different health flags. On top of that, each unit has a number of attributes that make them vulnerable to certain types of damage. For instance, the zealots are considered light and biological, so in their inherits property they lack protections from those two types, making them vulnerable to weapons that do that type of damage. Likewise, the dragoon is considered armored and mechanical thus these are their vulnerabilities. Lastly, the siege towers do physical and armored damage. They do 35 physical, and 50 armored. So the zealots suffer 35 damage alone, but the dragoons suffer the full 85 points. Now what is starnge is that the zealots have ten shields, which drop them immediately, but they do not lose health when they transform, but the dragoons do, so I am wondering if there is something to do with the damage or protection? Still, I just am not sure where the problem is. Thanks man, The link is below, and I hope I made some kind of sense. The test map should show you a bit more what I am talking about. https://dl.dropboxusercontent.com/u/68028683/starcraft%20revolution.zip al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Ian Reed Sent: Monday, October 13, 2014 9:13 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: splash damage killing transformed units Hey Al, I'll wait to hear Craig's thoughts on this as he worked on fixing it before. In the meantime, if you have an easy example we can use to reproduce it you could share that as a download, or just a set of instructions to quickly reproduce it on one of your maps. Thanks, Ian Reed On 10/12/2014 7:26 PM, Allan Thompson wrote: > Hi Craig or Ian, > I don't know if I mentioned this. > I have transformed units getting hit with splash damage by the same attack. > It is hard to explain but it is like the change log entry below. > > 58. (CB) Fixed a bug where skills that caused effects and damage would > kill the unit, then apply the effect, then kill it again. This could > cause trouble with death transformations and other after_death events. > > > The problem is that when a unit is killed by splash damage, and it > transforms to it's new form, it also suffers the same amount of > damage. Is it possible to not have this splash damage affect the > unit's new transformed unit after it dies and changes? > > I hope that made sense. > > al > > > > "The truth will make you free" > Jesus Christ of Nazareth 33AD > > > >