Need ability help

Hey, I am having some problems figuring out how to make 3 abilities work.

The first one is  a passive ability, that only triggers a buff when the ship having the passive ability dies (could also just be 99,9% hull damage).

The other thing is making an ability able to shoot at enemies from one gravitywell to an other (if the targets in the gravitywell is within the range of the ability).

The last thing is making an ability that a new frigate I am implementing only can use on other frigates of the same type (I am planning on making the weapon class for the frigate unique to this facion, though some of the modifiers won't help much if it first acivates when the weapon fires such as range).

I hope that some will be able to help with these problems :)

 ~ gruntmaster1

7,401 views 19 replies
Reply #1 Top

1. Look at the advents scouts special probing ability.

3. Just have REALLY big range.

Reply #2 Top

Thx for the reply, I guess when you say 3. you men't 2. I have to admit that nr. 2 was kind of lazynes since I haven't implemented the new abilities yet (all new abilities for 3 new capitals) and that one was a weapon, which when I pressed on a target in an other gravity well the ship would move to there instead of attacking the target and I thought the abillity would act the same way).

EDIT: btw I found what I needed for the first one (and most important one since the others are some "extra" content). I hope that you, or someone else, can answer the last one.

Reply #3 Top

actually for the interplanetary gun look to the novalith ability i dont know remember what fille i think its tec cannon.entity  the range of the gun does not matter when it comes to that but it depends what your looking for it to do.  i have experience working with that particular file when i tried to make a halo. 

Reply #4 Top

Quoting Dinoff, reply 3
actually for the interplanetary gun look to the novalith ability i dont know remember what fille i think its tec cannon.entity  the range of the gun does not matter when it comes to that but it depends what your looking for it to do.  i have experience working with that particular file when i tried to make a halo. 
End of Dinoff's quote

Originally it was ment to be a 3rd weapon which was unlocked with the the ultimate abilitty, though after first testing the weapon ingame (without fire constraint) I foun out that I couldn't right click target across the gravitywell (it gave a move order instead). Now I have it as an ability with low cooldown and no antimatter cost (so should be the same as it was ment to), but I havent moved any of the abilities to my mod folder (need one more to be done and then ad strings and hud pictures (I'll just reuse the ones already made, but still need to be found and aplied) which was for question 1).

Reply #5 Top

Three is not really possible.

It IS possible to make a "AND" logic gate. So that once you use an ability on a particular ship, it only works if you used it on the right ship.

But that only works on abilities, and doesn't affect targeting.

Reply #6 Top

Quoting EvilTesla-RG, reply 5
Three is not really possible.

It IS possible to make a "AND" logic gate. So that once you use an ability on a particular ship, it only works if you used it on the right ship.

But that only works on abilities, and doesn't affect targeting.
End of EvilTesla-RG's quote

I thought of doing that by making the first ApplyBuffOnWeaponFired (might be spelled wrong XD) and then make the weapon class unique for this frigate in this faction. Though one of the entity modifiers is for range and having it first applied when the weapons fires is kinda.. you know contradicting (since the range would be needed to target before firing, if that is how the aply buff works). I don't mind that the ability can be used on other ships, just as long as the entity modifiers arent applied (though this might give some ai issues).

Reply #7 Top

Then make your target ship have a buff (I call BuffT)

Your buff that is applied to the target first applies a New buff to itself (BuffB)

Where BuffB has a finishCondtion LastSpawnerNoLongerHasBuff "BuffT"

Which should work if done right.

Reply #8 Top

Hmm how should LastSpawner exactly be understood? does it mean that if the target doesn't have BuffT then it will end the ability and not continue the "chain" of buffs?

Reply #9 Top

that is about the size of it.

Reply #10 Top

K, thx for the help. It will take some time before I can give a response on the succes since I first need to add the 15 abilities and then make them bug free, and after that make them work as they should xD. If I am lucky I might be able to launch the mod tomorrow (as a beta) though this ability will not be included.

Also a new question, is there a DoDamage buff that gives the damage in percent of hull and shield?

Reply #11 Top

There may be.

One of the Advent cap ships have a planet attack ability for a lvl 6. I belive that it does damage in percent. HOWEVER that may only be limited to doing damage to planets.

Reply #12 Top

As far as I remember the damage to planets aren't much different from the normal it is just named DoDamagePlanet instead and also have people killed as an extra part of its structure, I will look into it when the time comes.

Reply #13 Top

Well after adding the abilites new problems have arisen >_>. The one that bothers me the most is a passive ability which should add AoE damage to its weapons. Currently It works this way:

Ability applies buff to self> Buff is added to target on weapon fired > buff is added to targets in a radius > buff do damage to targets.

The problem is that the Ability treats itself as the target instead of those that the weapon fires on, how can I change that? 

Reply #14 Top

I'd have to see the ability

Reply #15 Top

Well It is not gona be a pretty sight:

EDIT: Damn sorry to have bothered you with this one, after correcting the wrong buff error I mentioned below the thing works as it should. I assumed that it put the buff on itself since it showed a distance ring around itself when you hover the curser over the ability. Again sorry.

Note: while taking screenshots I noticed the cluster warhead ability which is the same, just done for a period instead of the whole time (first noticed now cause I haven't played mutch). Some differences I noticed is that the first buff have PrioritizeOldBuffs by me while the cluster have PrioritizeNewBuffs an other thing I noticed is that the 2nd buff (spawn damage) have an error in the buff leading to a wrong buff (it excists, but have a fixedLevel0) so It might apply the radius effect on the target, but I dont apply damage. Also the different finishconditions are quite new for me, so they might be wrong.

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTechEpicAbility1Self"
effectInfo
 effectAttachInfo
  attachType "Invalid"
 smallEffectName ""
 largeEffectName ""
 soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
 Level:0 0.000000
 Level:1 2.000000
 Level:2 4.000000
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
 NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_TECHEPIC1_NAME"
descStringID "IDS_ABILITY_TECHEPIC1_DESCRIPTION"
hudIcon ""
smallHudIcon ""
infoCardIcon ""

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
 buffInstantActionType "ApplyBuffToTargetOnWeaponFired"
 instantActionTriggerType "OnWeaponFired"
 numWeaponClasses 1
 weaponClassForWeaponPassive "LASERTECH"
 passiveWeaponEffectChance
  Level:0 1.000000
  Level:1 1.000000
  Level:2 1.000000
 buffType "BuffTechEpicAbility1BombardmentSpawnDamage"
 targetFilter
  numOwnerships 1
  ownership "Enemy"
  numObjects 4
  object "CapitalShip"
  object "Frigate"
  object "PlanetModule"
  object "StarBase"
  numSpaces 1
  space "Normal"
  numConstraints 0
instantAction
 buffInstantActionType "ApplyBuffToTargetOnWeaponFired"
 instantActionTriggerType "OnWeaponFired"
 numWeaponClasses 1
 weaponClassForWeaponPassive "MISSILE"
 passiveWeaponEffectChance
  Level:0 1.000000
  Level:1 1.000000
  Level:2 1.000000
 buffType "BuffTechEpicAbility1LauncherSpawnDamage"
 targetFilter
  numOwnerships 1
  ownership "Enemy"
  numObjects 4
  object "CapitalShip"
  object "Frigate"
  object "PlanetModule"
  object "StarBase"
  numSpaces 1
  space "Normal"
  numConstraints 0  
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 0

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit -1
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
 buffInstantActionType "ApplyBuffToTargetsInRadius"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 buffType "BuffBombardmentDoDamage"
 targetFilter
  numOwnerships 1
  ownership "Enemy"
  numObjects 4
  object "CapitalShip"
  object "Frigate"
  object "PlanetModule"
  object "StarBase"
  numSpaces 1
  space "Normal"
  numConstraints 0
 range
  Level:0 500.000000
  Level:1 500.000000
  Level:2 500.000000
 maxTargetCount
  Level:0 -1.000000
  Level:1 -1.000000
  Level:2 -1.000000
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName ""
  largeEffectName ""
  soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "AllOnDelayInstantActionsDone"

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
 buffInstantActionType "DoDamage"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 damage
  Level:0 150.000000
  Level:1 300.000000
  Level:2 450.000000
 damageAffectType "AFFECTS_SHIELDS_AND_HULL"
 damageType "PHYSICAL"
 isDamageShared TRUE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "AllOnDelayInstantActionsDone"

 

 

Reply #16 Top

so, what is wrong with it?

Reply #17 Top

Quoting EvilTesla-RG, reply 16
so, what is wrong with it?
End of EvilTesla-RG's quote

As I said in my Edit there is nothing wrong with it anymore. Again sorry to have bothered you with this one.

Reply #18 Top

tip for #2- use the 'ApplyBuffToTargetNoRange'. (there may be a 'With' inbetween the target and no parts). This is essentially how the Advent AbilityFarSight.entity file works.

Reply #19 Top

Hi it is time for another round of my stupid questions :).

How do I make it so that a buff is apllied when the building runs out of antimatter and finishes when it once again get antimatter.

And is it possible to make an ability which add a planetbonus to a planet?