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Help needed with two short questions.

By on July 19, 2012 6:38:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Jefferies

Join Date 02/2010
0

Hi folks, I have 2 short questions I need some help with.

1. Is it possible to apply a buff to make a ship immune to all damage? With that I mean complete invunerability, not just 99.99999% of damage because I have done that using DamageAsDamageTarget with a negative value.

2. Is it possible to make a ship spawned from an ability to vanish once the spawner has died even if the effect has not run out? I used FirstSpawnerNoLongerHasBuff and pointed it at the buff that spawned the new ship, but that had no effect.

Thanks for your help.

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July 19, 2012 6:49:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

entityBoolModifier "CannotBeDamaged"

 

To make a ship go away when the spawner dies:

    postSpawnBuff ""

 

You were on the right track, but the ship lasts based on expiryTime.  You need to have the buff applied from postSpawnBuff "" directly blow the ship up.

 

BuffInstantActionType "MakeDead"

instantActionTriggerType "OnBuffFinish"

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July 19, 2012 7:33:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks psychoak for the quick response! CannotBeDamaged works great. Unfortuantely I haven't understood how to implement the "MakeDead" Buff.

I have gone to the file that postSpawnBuff"" is pointing to and added an instantAction:

    buffInstantActionType "MakeDead"
    instantActionTriggerType "OnBuffFinish"

However, that has no effect. When the original spawner dies, the spawned ships live on.

 

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July 19, 2012 7:45:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Jefferies,
However, that has no effect. When the original spawner dies, the spawned ships live on.

You also have to have a buff on the spawner with either no finish conditions, or "OwnerChanged" if you want the ship to die. Then on the MakeDead buff you add a finish condition of "LastSpawnerNoLongerHasBuff" and set that to the buff on the Spawner ship. Whats happening is you have an effect that takes place on buff end but no way to end the buff.

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July 19, 2012 8:17:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

GeoFan your tip did the trick once again. Is there anything you don't know about modding this game? +1 Karma to both of you many thanks!

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July 22, 2012 2:20:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Trying desperately not to make a new thread, so just a quick question in this one:

Has anyone created a mod to enable the renaming of ALL ships and possibly even structures? If not, does anyone know how one could go about doing it?

Thanks a bunch.

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July 22, 2012 2:37:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Spaghetti7,
Has anyone created a mod to enable the renaming of ALL ships and possibly even structures? If not, does anyone know how one could go about doing it?

Hardcoded.

Quoting Spaghetti7,
Trying desperately not to make a new thread, so just a quick question in this one:

That issue is moot here. Make your new thread if you wish.

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