I have been trying to make an ability where planets can be taken over through negotiation rather then bombardment. For this I have tried to use the ChangePlayerIndexToFirstSpawner instant action. However, to prevent this from being an overpowered ability I want to trigger this ability OnChance. So far this has not worked for me. This is my current set up in the BuffTarget entity: TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "Fo
Jefferies
Hi there, I would like to make a passive ability that lets ships spread culture. Is this at all possible or is this stricktly limited to planets and planet modules?
I'm trying to find out if it is possible to restrict the firing of abilities with the front,back,left,right arcs used for firing weapons. The reason I would like to do this is to prevent an ability from firing when the target is not in the line of sight of the ability hardpoint. Does anybody know how one could accomplish this?
Thanks myfist0, thats exactly what I ended up doing. These three lines will make multiple effects focus fire on the centre of a target. weaponEffectImpactOffsetType "Center" canWeaponEffectHitHull FALSE canWeaponEffectHitShields FALSE Coupled with a nice explosion at the end of the effect it really looks quite neat!
I'm affraid that doesn't work Krdax. That was one of the first things I tried but the only valid entry for attachType is Ability, Aura, Center etc. You use the ability index to say witch one. But if there are several with the same number it will only use one of them.
I have managed to do this now, by placing the weapon effect into the buff.entity and making two instant actions, one for each ability hardpoint. The thing I need to know now is how to make two projectile hardpoints focus fire? At the moment I have to projectile streams that fire at the same time but each target a random point on the mesh of the enemy ship. It would be nice if the two projectile streams would shoot at the centre of the target.
Hi everyone, I'm trying to create an ability for a special kind of weapon. Its all working fine so far. The only problem I'm having, I can't get the ability to fire the attached weapon effect from two hardpoints on the model at once. This is the relevant text from the ability.entity: weaponEffectOriginType "Targetter" weaponEffectAttachInfo attachType "Ability" abilityIndex 0 The weapon effect is
I read on this forum some time ago that the absolute minimum weapon cooldown is 4 seconds. This holds true even if the entity file specifies a lower cooldown. In those cases it is simply treated as a 4 second cooldown. From my observations in game this seems to be correct. But I'm not entirely sure and I have found nowhere else corroberating this fact. Does anyone know for sure if a minimum weapon cooldown cap exists?
GeoFan your tip did the trick once again. Is there anything you don't know about modding this game? :D +1 Karma to both of you many thanks!
Thanks psychoak for the quick response! CannotBeDamaged works great. Unfortuantely I haven't understood how to implement the "MakeDead" Buff. I have gone to the file that postSpawnBuff"" is pointing to and added an instantAction: buffInstantActionType "MakeDead" instantActionTriggerType "OnBuffFinish" However, that has no effect. When the original spawner dies, the spawned ships live on.
Hi folks, I have 2 short questions I need some help with. 1. Is it possible to apply a buff to make a ship immune to all damage? With that I mean complete invunerability, not just 99.99999% of damage because I have done that using DamageAsDamageTarget with a negative value. 2. Is it possible to make a ship spawned from an ability to vanish once the spawner has died even if the effect has not run out? I used FirstSpawnerNoLongerHasBuff and pointed it at the buff that spawned th
Facepalm! You are absolutely right GoaFan77. I apologise for my stupidity. Must be the time of night thats frazzled my brain (its 3am over here).
Hi, I'm trying to change some of the icons in the game. However, whenever I change certain icons in the corresponding texture file the shape of the previous icon impinges on the new one I inserted . Another thing I realised, when I delete an icon from a texture file the detail of the icon will disappear but a black silhouette will remain in its place. This is proving to be really anoying as I can't find where the information for the
Thanks for the quick reply!
Simple question. When using ApplyOrRemoveBuffToSelf is there a way to only have the ability cost antimatter when being switched on and not when toggleing off? Thanks for any help with this!
Silencedhawk, your tip worked! Many Thanks for your assistance!
That 10 second rule must be to blame! I have the tractor currently at 20 seconds. I have tried to implement what you said sliencedhawk. But what I have now is a tractor beam that will will create an infinite number of beams, adding a new one every second. How do I make the periodic action stop a period before going on to the next one? Or is that not possible because I'm using a persistant beam effect? Here is are the two files I'
The reason I chose periodic was to make the tractor beam work. Tractor beams are not an integrated buff but an artificial construction using InitializeMovementTowardLastSpawner. This effect needs to be reapplied every few seconds to make the target follow your ships movements when you are tractoring. But not too often or the target ship will just stay put. With regard to the ApplyBuffToLastSpawnerNoFilterNoRange I'm a bit lost on where to put this. At the mo
Hi, I'm trying to find a way to stop the self buff from a periodic action once the target has been destroyed. None of th standard finish conditoins lets me do this. As a result I have this stupid looking situation where the beam graphic from my buff self continues on shooting into empty space. Using timers and delays is no use because the buff its self (a tractor beam) is not a direct cause for the death of the target. Any help with this would be much appreciated. Thanks!<
Movement has stopped completely again. I have reloaded the game again and started a new game. Whenever I spawn an AI ship it moves for a few seconds and then just stops. However, the explore ability is back to normal. After a few minutes of gameplay spawned vessels will move. But it is at that point that the explore ability stops to work. This repeats itsself every time. Have reloaded at least a dozen times now.
I started a new game on each test. I loaded everything up from scratch using the DEV.exe Within the game I then swapped around between active players a few times, but never inbetween save games. Also ships are moving again, after a reload of the game (not a save game). but not as readily as before and the explore abiltity is no not working any more.
Hi everyone, I have run into a terrible bug. The AI isn't moving any of its ships anymore. Sometimes it will move them move a few seconds but then tends to stand still and just fire weapons. I have replaced the Gameinfo file and entity manifest to remove all the modding I was doing to exclude that as a source for the bug. But even with everything restored the ships in the SoA2 mod just aren't moving for me any more. What is also weird is that the player's ships alw
So you are saying that passive abilities is the only way and giving up ability slots is unavoidable?
Hi I would like to create a shield and hull upgrade for a subset of my frigates but not for all of them. How can I make a research item only apply to a select group of ships instead of all of them? P.S. I know of the passive abilities method but I don't want to clog up my ability slots with passive upgrades.
Right then maybe the reason I feel there is more than one light source is because the star is so excessively bright. I have looked at the pipeline file for stars. Unfortunately, I can't make heads or tales of it. Maybe a kind soul could tell me how to modify the brightness of a star in the GS_Star.fx?