Modding problem

I have a problem

For my Pirate mod I am making

adding a playable pirate race, ARG!

 

I want an ability that generates mines, and then kills the spawner.

For the life of me I can't figure out a conistent way to do it.

12,273 views 13 replies
Reply #1 Top

Whats the problem your having? Surely, although admittedly i haven't tried it, it's just a matter of using "CreateSpaceMine" with an additional OnBuffFinish "MakeDead"?

Reply #2 Top

Problem is, all spawn abilities must be on the ability file itself, they cannot be put on a buff.

Now, if there was a way to spawn a mine AND a buff, that would be easy.

Reply #3 Top

What about the ability/buff TechCapitalshipColonize it has spawn resource extractors in the buff. This is what i used in my mod for my pirate race the Necromongers. I've also added Spawn ships and Create frigate(actually Weapon defense) within the buff file and it seems to be working so far. sorry if i'm way off with this i'm still very new to modding just thought it might help.

Reply #4 Top

Why not do it like the starbase constructor does it.  It will create the mine and the ship will disappear.

 

Reply #5 Top

Alright, just had a test of this, and it can work, I changed the basic AbilityDeploySpaceMinePhaseExplosive to being an "applybufftoself" and then had that buff apply the aforementioned effects.

Now, what intrigues me about it is that I could not get the exact same ability to work on a custom race. It just minidumped at the moment it tried to spawn the mines.

Reply #6 Top

had you updated the manifests?

harpo

 

Reply #7 Top

interesting ideas!

 

First, I can NOT do it like the starbase, the disapearing effect is built into building a starbase.

 

Rhughes and Terraziel, may I see your code?

 

I do have an idea. This is the only ability on the ship. SO I can just put a buff on the ship that causes it to die whenever an abiilty it used.

Reply #8 Top

Heres my ability:

entityType "Ability"
buffInstantActionType "ColonizePlanet"
instantActionTriggerType "AlwaysPerform"
targetFilter
 numOwnerships 2
 ownership "Enemy"
 ownership "NoOwner"
 numObjects 1
 object "Planet"
 numSpaces 1
 space "Normal"
 numConstraints 1
 constraint "IsColonizable"
range
 Level:0 5000.000000
 Level:1 5000.000000
 Level:2 5000.000000
delayUntilColonization 2.000000
entryVehicleType "ENTRYVEHICLE_COLONYPODPSI"
numEntryVehicles
 Level:0 3.000000
 Level:1 3.000000
 Level:2 3.000000
travelTime 30.000000
entryVehicleLaunchInfo
 effectAttachInfo
  attachType "Ability"
  abilityIndex 0
 smallEffectName ""
 largeEffectName ""
 soundID ""
afterColonizeBuffType "BuffNecroFrigateColonize"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "NotInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "None"
cooldownTime
 Level:0 10.000000
 Level:1 0.000000
 Level:2 0.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
 NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_COLONIZE_NAME"
descStringID "IDS_ABILITY_COLONIZEFRIGATE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_COLONIZEPSI"
smallHudIcon "HUDICON_ABILITY_COLONIZEPSI"
infoCardIcon ""

heres my Buff:

entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
 buffInstantActionType "SpawnResourceExtractors"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 numExtractors
  Level:0 2.000000
  Level:1 4.000000
  Level:2 6.000000
instantAction
 buffInstantActionType "CreateFrigate"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 frigateType "FrigatePirateBeamDefense"
 numFrigates
 Level:0 2.000000
 Level:1 4.000000
 Level:2 6.000000
 matchOwnerDamageState FALSE
 impulse 350000.000000
 expiryTime
  Level:0 -1.000000
  Level:1 -1.000000
  Level:2 -1.000000
 spawnFrigateSoundID "EFFECT_DEPLOYCOMBATTURRET"
 postSpawnBuff ""
instantAction
 buffInstantActionType "SpawnShipsAtPlanet"
 instantActionTriggerType "OnDelay"
                 delayTime 0.000000
                  spawnShipsLevelCount 1
                  spawnShips
           minFleetPoints 45.000000
           maxFleetPoints 70.000000
           requiredShipCount 0
           randomShipCount 5
           randomShip
      type "FrigatePiratePlanetKiller"
      weight 1
           randomShip
      type "FrigatePirateScout"
      weight 6
           randomShip
      type "FrigatePirateHeavy"
      weight 6
           randomShip
      type "FrigatePirateAntiFighter"
      weight 3
           randomShip
      type "FrigatePirateMedium"
      weight 5
                spawnShipsArrivalDelayTime 0.000000
                spawnShipsHyperspaceSpawnType "FleetBeacon"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "AllOnDelayInstantActionsDone"

Reply #9 Top

Wierd!

I'll have to mess around with that...

 

I have a question though...are you making a pirate mod?

Reply #10 Top

lol, Hey Evil if you think thats weird check this out:

As for your question , no i'm not making a pirate mod but just making the pirates(Necromongers) in my mod a little more intresting since the Necro's will either convert or kill every last living thing !!!:rofl:

Reply #11 Top

LOL @ pic!!

 

glad your not treading on my turf with the pirate thing, lol.

Reply #12 Top

:) Tesla,

                     Why not spawn a ship or turret, with whatever mesh you want, keep it stationary or mobile using the abilitydeploy ability and put a lifetime on it, say 120 seconds?  The ship holds the ability to spawn your mines, then the ship dies at the end of its expiration time from the abilitydeploy ability?

:)

That is what i would do, its less messy and is less complicated.  :)

Sometimes that counts for a lot.

Sometimes it doesnt if it doesnt do what you want.  :)

Take care,

Happy Modding!!!

-Teal

 

 

Reply #13 Top

That....makes no sence.

The whole point of this is so my Mine Layer ship can only lay one mine field.

 

I have it already working. It is simply a passive ability that destroyes the ship if it uses an ability. It works perfectly.