Buff timing

Is it possible to make buffs occur for a random amount of time or alternate between several presets

 

why do i feel the sinking feeling the the reply is going to be you can't + its a hardcode :(

5,671 views 13 replies
Reply #1 Top

+1 karma to someone who says it in those exact words.

Reply #2 Top

"braces for shoes and various pointy objects called nails"

 

I don't think its possible!!!

You can add on delay but have it run only for a random amount of time...not to my knowledge! SORRY!

Reply #3 Top

damn my crazy ideas at one in the morning

"you can't + its hardcode"

Karma k1 :pout:

Reply #4 Top

I didnt say its hardcoded! As a matter of fact you could make that happen..only it would take AN INCREDIBLE amount of ability buffs in order to make it!

I'm talking bout "to make it realistic" ten lines or so of "OnChanc trigger type" each set on a various "OnDelay" buff!

Ie. set one for each second from one to ten. And game would start ability then at number one..calculate if OnCHance to end trigers if not it moves on to next second,etc...

 

Reply #5 Top

Szadowsz, he said ""you can't + its a hardcode" not "you can't + its hardcode"

Sorry.

Also, it has to actually be true.

Reply #6 Top

oh well i don't want it random just to alternate between a few times

Reply #7 Top

ok..by my account it is remins possible though, just incredibly long!

Reply #8 Top

numInstantActions 5
instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    buffType "BuffUnstable3"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 1.000000
    buffType "BuffUnstable4"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 2.000000
    buffType "BuffUnstable5"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 3.000000
    buffType "BuffUnstable6"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
instantAction
    buffInstantActionType "ApplyTargettedBuffToSelfNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 4.000000
    buffType "BuffUnstable7"
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
End of quote

I have written this and each of the buffs as a test but i don't know how exactly to cahnge it to onchance triggertype and make it work properly

Reply #9 Top

You would have to change each InstantAction into a periodic Action!! Like so:....

periodicAction
 actionCountType "Infinite"
 actionIntervalTime
  Level:0 2.000000
  Level:1 2.000000
  Level:2 2.000000
 buffInstantActionType "ApplyBuffToSelf"
 instantActionTriggerType "OnChance"
 buffApplyChance
  Level:0 0.3000000
  Level:1 0.45000
  Level:2 0.600000
 buffType "BuffFighterBlinkActiveSniper"
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Buff_FighterBlinkActivate"
  largeEffectName "Buff_FighterBlinkActivate"
  soundID ""

This is based on my sniper's Bullseye ability (instant death 30% of the time...increases per level)!

Now this will change the onDelay..so if you want to add a delay..You must link the PeriodicAction to a new buff in which you set the OnDelay trigger type (what you have at the moment) that calls a third row of buffs which is the final UnstabbleBuff that causes the effect!

So Like I said before, EXTRA LONG but possible!

Reply #10 Top

it check each of these buff in turn then if i change it to look more like yours, right?

and to think all i want to do is vary the amount of time the buff will be active for

Reply #11 Top

Randomness is not one of this games high points...!!!

I made a random Ramming ability (ie. you only capture the ship sometimes...and in other you receive miscalleneous bad stuff ;) ). I'ts taking buff after buff for the game to play it correctly!

So yeah if you make it look like mine it should work (I dont guarantee as I also make mistakes..), itll be damn long but as long as its neatly written, the game should apply it just fine!

Reply #12 Top

"All I Wanted Was A Mega Slurpiee ...."

got to love megas xlr

anywhoo ill try that when i get time to add it to the game as a test

Reply #13 Top

Good luck!