Is creating chance passive effects possible?

I want to know if it is possible to create... well let me tell you what i want.

 

I want to give a weapon a chance to... say disable the enemy's weapons.

so, my shippy fires, and 5% of the time the damage reciever gets "weapons disabled" for 10 seconds.

 

If possible, I would also like to do this without using up an abilities slot... make it a property of the weapon system itself and not the ship. 

 

any thoughts?

5,352 views 10 replies
Reply #1 Top

I don't think so Tim

Reply #2 Top

well, something like this, maybe? (ripped from fighter blink)

 

buffInstantActionType "ApplyBuffToSelf"
 instantActionTriggerType "OnChance"
 buffApplyChance
  Level:0 0.200000
  Level:1 0.300000
  Level:2 0.300000
 buffType "BuffFighterBlinkActive"

Reply #3 Top

Quoting Pbhead, reply 2
well, something like this, maybe? (ripped from fighter blink)

 

buffInstantActionType "ApplyBuffToSelf"
 instantActionTriggerType "OnChance"
 buffApplyChance
  Level:0 0.200000
  Level:1 0.300000
  Level:2 0.300000
 buffType "BuffFighterBlinkActive"
End of Pbhead's quote

I don't see any reason it wouldn't work. You'd have to change the (I think) BuffInstantActionType to whatever it is on incendiary shells (Onhit or something like that) and it might work.

Reply #4 Top

now.... isnt incendiary shells slightly bugged?

or... more like... disruptive nanites of phase missle platforms... when the missles hit, the ability starts... but if a second volley is fired, the ability cancels untill the second volley hits. 

?

erm, i think my question is, how would i avoid the sort of canceling out that happens with disruptive nanites.

 

(ya, i totally just jumped off the deep end... i have no idea what the frack i am doing, i just hope the landing is soft. lolz)

Reply #5 Top

The weapon effects work fine.  Just use the code from incendiary shells.  The easiest way to get around that travel application error is to let them stack.

Reply #6 Top

Quoting Pbhead, reply 4
now.... isnt incendiary shells slightly bugged?

or... more like... disruptive nanites of phase missle platforms... when the missles hit, the ability starts... but if a second volley is fired, the ability cancels untill the second volley hits. 

?

erm, i think my question is, how would i avoid the sort of canceling out that happens with disruptive nanites.

(ya, i totally just jumped off the deep end... i have no idea what the frack i am doing, i just hope the landing is soft. lolz)
End of Pbhead's quote

I'm really not sure what you are trying to say lol. In fact I thought the phase missile platforms used the same setup as incendiary shells just a different ability. And now that you mention it, I think there was a bug with incendiary shells that was fixed with in Project Equilibrium, though I don't remember what it was right now...

Reply #7 Top

go, get a marza to bombard an AI's planet and park it next to a phase missle platform with disruptive nanites.  its antimatter will slowly rechage as long as it is taking fire... but as soon as it stops taking fire, the regen completely stops.  the "passive regneration disabled" effect will blink every few seconds if you hover your mouse over the marza, and it is timed perfectly with the phase missles.

 

but, lets see what i can do here.... (minidump, here i come!)

Reply #8 Top

buffinstantactiontriggertype "onweaponfired"

Reply #9 Top

Try changing 'stacking' to 10 or so.

THAT is the source of your problem. Give me karma when I fix your problem. :grin:

Reply #10 Top

Well, I just tried to use OnChance, the report that Fighter Blink doesn't work is true.

 

Even at 100%, buffs set to apply on chance never materialize.  You definitely get to use the OnWeaponFired setup.