Need help please!!!! Making a super weapon "Emergency Jump"

Re-spawning a super weapon as a frigate in adjacent gravity well?

Hi everyone. So obviously superweapons cant phase jump or move... but I have an idea to create an "Emergency Jump" ability which appears as though the superweapon jumps away and then re-spawns in the adjacent gravity well. So this is how I would like to do it:  

1) If the superweapon is under attack, (also want it to autocast when damage is at 40%) you can click on the Emergency Jump ability which is actually a self-destruct ability, although the effects I have used make it appear as though it is phase jumping rather than detonating. The ability needs to be researched. The phase jump will cause damage to nearby ships/structures due to jumping within a gravity well... so I'll leave that action type. 

2) The super weapon is re-spawned in the adjacent gravity well immediately after it has Emergency Jumped, however it is now a Frigate using the super weapon mesh and abilities. I have NO idea how to make it spawn in the adjacent well 

Files below - I know these are probably completely wrong..... Please help!!! 

ABILITY FILE

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffCylonEmergencyJumpSelf"
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID "EFFECT_LASTRESORT"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
sourcePropertyType "AbilityCLevel"
aiUseTime "OnlyWhenAboutToDie"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.400000
useCostType "None"
cooldownTime
Level:0 60.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_CYLON_EMERGENCYJUMP_NAME"
descStringID "IDS_ABILITY_CYLON_EMERGENCYJUMP_DESCRIPTION"
hudIcon "HUDICON_RESEARCHSUBJECT_CYLON_DEFENSESYSTEMS_EMERGENCYJUMP"
smallHudIcon "HUDICON_RESEARCHSUBJECT_CYLON_DEFENSESYSTEMS_EMERGENCYJUMP"
infoCardIcon ""

 

BUFF FILE: BuffCylonEmergencyJumpSelf 

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
buffInstantActionType "SpawnShipsAtPlanet"
instantActionTriggerType "OnDelay"
spawnShipsLevelCount 1
spawnShips
minFleetPoints 1.000000
maxFleetPoints 1.000000
requiredShipCount 1
requiredShip
type "FrigateCylonSuperWeapon"
minCount 1
maxCount 1
randomShipCount 0
spawnShipsArrivalDelayTime 0.000000
spawnShipsHyperspaceSpawnType "FleetBeacon"
instantAction
buffInstantActionType "MakeDead"
instantActionTriggerType "OnDelay"
delayTime 3.000000
instantAction
buffInstantActionType "ApplyBuffToTargetsInRadiusWithTravel"
instantActionTriggerType "OnDelay"
delayTime 3.000000
buffType "BuffCylonEmergencyJumpTarget"
targetFilter
numOwnerships 2
ownership "Friendly"
ownership "Enemy"
numObjects 7
object "CapitalShip"
object "Frigate"
object "PlanetModule"
object "StarBase"
object "Titan"
object "Corvette"
object "Fighter"
numSpaces 1
space "Normal"
numConstraints 0
range
Level:0 8000.000000
Level:1 12000.000000
Level:2 0.000000
Level:3 0.000000
maxTargetCount
Level:0 -1.000000
Level:1 -1.000000
Level:2 -1.000000
Level:3 -1.000000
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName "Ability_MassDisorientationSelf"
mediumEffectName "Ability_MassDisorientationSelf"
largeEffectName "Ability_MassDisorientationSelf"
soundID ""
travelSpeed 5000.000000
effectStaggerDelay 0.000000
hasWeaponEffects FALSE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"

6,956 views 5 replies
Reply #1 Top

Well, you can try looking at Advent's Wail of the Sacrificed to see what it does to cause its affect to travel to the adjacent gravity well.  But the issue here, I think, is that you can't specify which one or limit it to just one.  So, if the grav well where this weapon is at has 4 connecting phase lanes, all of them will receive the buff.

Additionally, if this is supposed to be an orbital module, you can look at the TEC Cap Carrier and Vasari Cap Planet-Bomber-that-I-can't-remember-the-name-to for one of their abilities that spawns modules (TEC -> Missile Battery, Vasari -> Orbital Bombardment Platform).

Doh... ignore that striked out paragraph.  Come to think of it, those spawn as frigates....

Anyway, point is, somewhere there is something that spawns modules.  If you have something that can search the files (like Notepad++ "Find in Files"), do a search for CreateModule or SpawnModule, or something like that.

Reply #2 Top

Thanks heaps. Had a look at Wail of the Sacrificed, and the action type is ApplyBuffToTargetsAtAdjacentOrbitBodies which is useful, but I'm not applying a buff to targets within a gravity well, but trying to spawn a ship in an adjacent gravity well... so i'm not sure what the action type should be. 

Also i'll look for the unit that spawns modules... If I take this approach, it would be a super weapon spawning another superweapon in the adjacent well... but again, i'm not sure of the action type...  

Reply #3 Top

Well, I think ApplyBuffToTargetsAtAdjacentOrbitBodies is allowed to target the "Planet", but I don't remember for sure.  So in your target filter, set numObjects to 1, and put in the line: object "Planet"

Buff1 should target the adjacent orbit body's planet and apply Buff2 to it.

Buff2 executes the create module action. (<- I'm not sure if this buff is allowed to execute from a ship or other object, which is why I'm recommending targeting the planet itself)

Reply #4 Top

Cant get this to work dude.... sooo frustrating! 

It just seems like it should be such a simple thing.... to spawn ships in the adjacent gravity well.... apparently not

Reply #5 Top

Okay, first of all is this superweapon actually a frigate in game? What is "FrigateCylonSuperWeapon"? If it is a planet module you can use the instant action used by the Varastra to spawn phase stabilizers to respawn the superweapon.

Second, as fury says the fact that you want only an Adjacent gravity well will make this much trickier. I think your only chance is to set it up like Wail, have it target everything but planets (FYI you can't target planets with wail), and set the max target count to 1. This should hopefully cause it to respawn at one adjacemt planet randomly, but will fail if none of the adjacent planets have any entities in them at all.

Also, I would make the MakeDead instant action have a slightly longer delay than everything else just to make sure it doesn't trigger before everything else is finished.