Adding a passive selfdestruction ability to capital ship

Hello,

i'm currently trying to add a selfdestruct effect (like starbase) as a passive ability to all capital ship. I've used the selfdestruct ability and buff of the starbase like that:

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffSelfDestructSelfCapital"
effectInfo
 effectAttachInfo
  attachType "Invalid"
 smallEffectName ""
 largeEffectName ""
 soundID "EFFECT_LASTRESORT"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "Intrinsic"
aiUseTime "OnlyWhenAboutToDie"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.990000
useCostType "Passive"
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_SELFDESTRUCT_NAME"
descStringID "IDS_ABILITY_SELFDESTRUCT_DESCRIPTION"
hudIcon "HUDICON_ABILITY_SELFDESTRUCT"
smallHudIcon "HUDICON_ABILITY_SELFDESTRUCT"
infoCardIcon ""

 

And the buff :

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
 buffInstantActionType "PlayAttachedEffect"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Explosion_TechStarbase"
  largeEffectName "Explosion_TechStarbase"
  soundID ""
instantAction
 buffInstantActionType "MakeDead"
 instantActionTriggerType "OnDelay"
 delayTime 3.000000
instantAction
 buffInstantActionType "ApplyBuffToTargetsInRadiusWithTravel"
 instantActionTriggerType "OnDelay"
 delayTime 3.000000
 buffType "BuffSelfDestructTarget"
 targetFilter
  numOwnerships 2
  ownership "Friendly"
  ownership "Enemy"
  numObjects 4
  object "CapitalShip"
  object "Frigate"
  object "PlanetModule"
  object "StarBase"
  numSpaces 1
  space "Normal"
  numConstraints 0
 range
  Level:0 12000.000000
  Level:1 12000.000000
  Level:2 0.000000
 maxTargetCount
  Level:0 -1.000000
  Level:1 -1.000000
  Level:2 -1.000000
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Buff_CannonShellPhaseImpactWave"
  largeEffectName "Buff_CannonShellPhaseImpactWave"
  soundID ""
 travelSpeed 500.000000
 effectStaggerDelay 0.000000
 hasWeaponEffects FALSE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "AllOnDelayInstantActionsDone"

Naturaly i've added a 4th ability in a capital ship   ability:4 "AbilitySelfDestructCapital" but unhappily the game crash on launch. Is anyone can help me a little bit?

Thanks a lot!

 

4,577 views 16 replies
Reply #1 Top

Alright, before we get anywhere, what good does a passive self destruct ability do on a capital ship? It will blow up as soon as its built, so I fail to see what you could possibly be trying to use it for.

Reply #2 Top

I assume he wants them to damage anything around them when they do die. But Im not sure this type of ability can be passive. It might have to be an active one.

Reply #3 Top

What about setting it to where, once the hp drops to a certain % like .05% to activate the ability. This would probably work as an active ability setting, it would probably do better as an active ability aswell, I mean, I wanna make SURE they're around you within the radius :p and seriously, kamakazi caps, that'd just be fun and create a whole new slew of game-play tactics.But I'd make the ability only avalable around lvl 8 or so, unless you underpower it a bit compared to the Argonev's

Reply #4 Top

Sure it will work as a passive ability.  Just use the OnOwnerDeath trigger type for the buff instant action that targets ships in a radius. 

The game crashes when you apply something to the 5th ability slot because there's already another game button that uses that area of the action grid.  Of course, it's always possible there was some other type of error, which is why you should use the Dev exe to test modifications to the game.  If there's an error, it will tell you exactly what and where it is.

Reply #5 Top

I like to see if your losing, all ships start ramming  >:(

 

 

Reply #6 Top

Quoting myfist0, reply 5
I like to see if your losing, all ships start ramming 

 
End of myfist0's quote

 

Also possible...

Reply #7 Top

*The Captain has the ship abandoned, the fleet is in shambles  and in retreat, the vasari are surrounding our flag ship, all the while the captain grins as he hits the shiny red button* such a lovely scene =D

Reply #8 Top

OR what you could do is add on to cap ships the ability that Gas Giant planets have, it's a passive ability, so it happens once the ship dies.

IDK the exacts, but it states that "any ship within X range of a ship that has been destroyed in the same Grav Well as the Gas Giant takes X splash damage as a result of explosive gasses coming off the planet"

You could (I think) easily mod this onto Cap Ships, increase the range and damage potential, but it's not as intimate (or cool) as having a shiny red button to push in a final, suicidal strike.

THAT, and w/ your method, Strike Craft and SUPER long range frigates don't get affected by it, unless you intend to ram the frigates b4 going down.

Xer0 \^/

Reply #9 Top

The lady with the green hair has a point there, with that you could probably go as far as to place it on all ships, hell everything explodes in space, you could vary the area and damage of the blasts depending on the size or type of the ship. maybe even on modules around planets like defensive platforms or research facilities(they gotta be playin with something explosive in there ya just know it) but yeah big shiny button still gets my vote. besides, what's more fun when gettin rid of a cap ship that's no longer useful, scrapping it for materials you probably have an abundance of, or havin it visit ol' bob vasari's fleet with a hand shake and a hand grenade =D not to mention a damn fine way to end a diplomatic peace treaty =D what excitement is there in clicking a go to war button, when the "decimate unsuspecting main fleet" button is so much more helpful?

Reply #10 Top

:rofl:  

For starters: I'm not a lady.  I just have a girl for an avatar because she's my fave character from that anime.

CodeGeassCC.png Code Geass C.C image by Thug2Wasteland

Anyway, ty for adding onto my point, and pointing out that everything does explode in space... I was just going along w/ the question.  But, I think that my way would be harder to put onto a cap ship, given that it's a planet type ability, but it also might be easier to use in the end.  But, admittedly, less fun.

Xer0 \^/

Reply #11 Top

I know you're a guy and I know who xero is too, watched Code Gleass, loved the ending actually, as terribly sad as it was.

(incidentally the creepy lookin grin in my avi is a girl too lol,) anyway,maybe even making the research for the starbase's big red button have a followup research after it for all size ships, like"Reactor Instability Protocol" or something to at least make it so they can't go suicidal cap ship on everyone early game, though that would be kinda funny. and could you imagine the Vicious comps with this!!!!!!! it would be much more than a fight of numbers then!! I'd definitely make it a Tier 8 research lol especially if you were to place it on all ships or modules(at least the larger ones)

Reply #12 Top

Just to throw my thoughts in i think that any self destruct ability should be VERY active and involve ramming and massive explosions!

 

Just imagine your heavily damaged Kol picking up speed and smashing into the enemy Jarrasul releasing a huge explosion and destroying many many ships.

Reply #13 Top

As mentioned before you have to change the OnDelay to OnOwnerDeath and you will also have to move the lastresort sound from the ability to the buff instead.

About the crash, have you updated the entity.manifest? Also the levelSourceType should be changed to "FixedLevel0", the aiUse... set to "invalid" and the isAuto... to FALSE.

For the future problems you can try and use the dev.exe to debug your mod, it is found in the install folder of the game.

Reply #14 Top

If you want effects, I can make them for you.

Reply #15 Top

I say ya make it big and flashy and something spreading out like a wave to the edge of the effective area, y aknow, flashy and pretty =3

Reply #16 Top

Quoting Mystic, reply 6

Quoting myfist0, reply 5I like to see if your losing, all ships start ramming
Also possible...
End of Mystic's quote

Lol I actually built my own self-destruct onto the defiant class cap ships in the SoA mod