DareArkin DareArkin

Capship Damage upon Destruction

Capship Damage upon Destruction

ALMOST got an ability that makes capships do damage on death, need help nailing down the kinks. Anyone know why it's not -quite- there?

 

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTargetsInRadius"
instantActionTriggerType "OnDamageTaken"
buffType ""BuffSelfDestructSelf""
targetFilter
    numOwnerships 0
    numObjects 4
    object "CapitalShip"
    object "Frigate"
    object "StarBase"
    object "Fighter"
    numSpaces
    numConstraints 0
range
    Level:0 4500.000000
    Level:1 0.000000
    Level:2 0.000000
maxTargetCount
    Level:0 -1.000000
    Level:1 -1.000000
    Level:2 -1.000000
effectInfo
    effectAttachInfo
        attachType "Center"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget FALSE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "HullDamageExceedsAmount" 0.98000
onlyAutoCastWhenTargetHullDamageExceedsAmount
    Level:0 0.980000
    Level:1 0.000000
    Level:2 0.000000
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.98000
useCostType "None"
cooldownTime
    Level:0 60.000000
    Level:1 0.000000
    Level:2 0.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID ""
descStringID ""
hudIcon ""
smallHudIcon ""
infoCardIcon ""

 

The only hitches Dev gives me are

 

Assert @ c:\gs\entrenchment\CodeSource\Engine/String/StringLibrary.h(83)

result == 1

 

 

Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IAbility.cpp(271)

m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform

 

 

Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IAbility.cpp(290)

m_aiUseTime != AIUseTime::Invalid

 

 

which... make absolutely no sense to me, but. I can get the thing to not freak out Dev for the most part. Now why the high holy hell isn't it actually DAMAGING anything upon detonation?

 

13,885 views 28 replies
Reply #26 Top

You're right gruntmaster.  I was going off of the Solar Regeneration ability, which doesn't indicate any targets, but I'd forgotten that I had myself added all three party-related target filters to my own version.  Good catch. 

Congrats on your success DareArkin!  Now, what have you learned from this experience that you'll take to your next ability-related modding project?

Reply #27 Top

Heh, like I'm back in school, eh? Well, I got a much deeper understanding of conditions- targeting, activation, etc, for one. And that the Dev. Application will, for the most part, tell me what goes where. (AKA How to read that error message.)

 

http://www.filefactory.com/file/b1hh8eg/n/Capship_Detonation_Ability.zip

 

in case y'wanna fiddle with it :D

Reply #28 Top

Oh, also how to hide a passive on capships ;)