Actually- is this even the kind of thing I could have broken?
DareArkin
How prolific should the AI be when it comes to building starbases? I haven't seen a single one in this game, and the AI's are normal. Small fleets, no starbases. Is this something I coulda screwed up?
[quote who="Jrla21" reply="6" id="2648153"]Do you want regular ability Ideas, or superabilities?[/quote] mostly regulars, heh. :)
-edit- stupid doublepost >
hm. Cloak could be phasing effect and invulnerability for a while, fire out from- maybe ROF/damage decrease? Not sure how I'd do that. really. Maybe something that decreases accuracy. I know some of the code, but once weapons are fired they -will- hit, no matter what. Hm. (edit) Actually, I might have it. An ability that greatly reduces all enemy accuracy in the gravity well, briefly. Only way I can see of being sure to hit LRM frigates... <p
Oh, also how to hide a passive on capships ;)
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
Anyone want an upload so they can use/see/tweak? :D
I GOT IT! The AI still stops SHOOTING the thing when it's down to almost nothing, no idea why- BUT I GOT IT!
okay, checking to see if THIS fixes it. Sorry for all the problems >
*scream of frustration* I managed to hash this out. Ability: TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffShipDestructSelf" effectInfo effectAttachInfo attachType "Center" smallEffectName "" largeEffectName "" soundID "" needsToFace
woah, just abilities- not entirely new ships. o.O and... woudln't an one-hit base/planet killer be super broken?
I... have no idea what you said. I'm confused as hell now. I was just testing out using the buffs from the tech starbase destruct sequence.
aside- it oddly doesn't give me a "You can't have five abilities" warning. I just realised.
ooookay. this gives me no errors, but detonates as soon as I create the ship. WITHOUT DAMAGING ANYTHING ELSE STILL! TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnOwnerDeath" buffType "BuffSelfDestructTarget" effectInfo effectAttachInfo attachType "Center" smallEffectName "" largeEf
okay, er. so how would I do that- applybufftoself?
okay, can't run the game with that. I get this. Over and over. Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IAbility.cpp(828) false I love how this thing explains errors, eh?
Text FileArchive missing Label. File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\Capship Detonation Test\GameInfo\AbilityShipDestruct.entity Label: range Line Number:15 Line Contents:maxTargetCount Text FileArchive missing Label. File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\Capship Detonation Test\GameInfo\AbilityShipDestruct.entity
Testing
but I don't see how swapping things around makes any sense.
okay, so I did the above edit to get TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "OnOwnerDeath" buffType "BuffSelfDestructTarget" targetFilter numOwnerships 0 numObjects 4 object "CapitalShip" object "Frigate" object "Module" object "StarBase"<br /
okay, so I edited it to thus for now. TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "OnOwnerDeath" buffType "BuffSelfDestructTarget" targetFilter numOwnerships 0 numObjects 4 object "CapitalShip" object "Frigate" object "StarBase" object "Fighter"<br
but isn't OnOwnerDeath when the PLAYER is eliminated, not the ship? o.o
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" obj
Right, now to make it work. Thinking a short-range, "Capship is destroyed, everything around takes damage" effect.