Active leadership or ping attached to a hero. (SOLVED)
#21
Posted 21 October 2011 - 01:44 AM
John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.
Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.
#22
Posted 21 October 2011 - 09:24 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#23
Posted 22 October 2011 - 02:45 PM
You could try a Blademaster style Power that will activate for a duration
Then in the AttributeModifier use an upgrade that is activated
( it can give the HERO some boost if you want as well ...)
ModifierList HeroChargeAttribute Category = SPELL Modifier = ARMOR 50% Upgrade = Upgrade_HasWallTrebuchet1 Delay:1 Duration = 40000 EndThen the upgrade triggers a Attribute behaviour module that 'Does the Aura Power' you want for the surrounding units
;// Banner Carrier Behavior = AttributeModifierAuraUpdate ModuleTag_BannerCarrierBuff StartsActive = No BonusName = GenericHeroLeadershipBattleWagon ; GenericHeroLeadership TriggeredBy = Upgrade_HeroAura RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End
This is the tricky part .. that same upgrade must give an upgrade that cancels the first upgrade
So you can get it again ..
I can never remember this set-up but try this
Its a 'Cylclic Three upgrade' code that each upgrade removes the other
Behavior = ObjectCreationUpgrade MakeTheFreeTreb TriggeredBy = Upgrade_HasWallTrebuchet1 Delay = 0 GrantUpgrade = Upgrade_HasWallTrebuchet RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable DestroyWhenSold = Yes End Behavior = ObjectCreationUpgrade MakeTheFreeTreb2 TriggeredBy = Upgrade_HasWallTrebuchet Delay = 3000 ;;;THIS DETERMINES THE TIME FOR THE AURA TO LAST RemoveUpgrade = Upgrade_HasWallTrebuchet1 GrantUpgrade = Upgrade_WallTrebuchetButtonEnable DestroyWhenSold = Yes End Behavior = ObjectCreationUpgrade MakeTheFreeTreb3 TriggeredBy = Upgrade_WallTrebuchetButtonEnable Delay = 0 RemoveUpgrade = Upgrade_HasWallTrebuchet DestroyWhenSold = Yes End You modify the aura time by adjusting how long the upgrade lasts before its removed
#24
Posted 22 October 2011 - 03:02 PM
You activate a Heromode Power like the Balrog
The weapon delivers the Aura to ALLIES
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = AuraHeroEffectRadiusWeapon FireDelay = 0 OneShot = No End HeroModeTrigger = Yes ; this only happens when hero mode is active End
His weapon that affects ALLIES only
The weapon is a Radius weapon that constantly fires
Weapon AuraHeroEffectRadiusWeapon ; Shot out every DelayBetweenShots RadiusDamageAffects = ALLIES LeechRangeWeapon = Yes AttackRange = 9999999.0 MeleeWeapon = No DelayBetweenShots = 0 ; time between shots, msec PreAttackDelay = 0 ;PreAttackDelay+FiringDuration = UseWeaponTiming = Yes duration PreAttackType = PER_SHOT FiringDuration = 0 AttributeModifierNugget AttributeModifier = HeroAuraModifier Radius = 300 DamageFXType = MAGIC SpecialObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End End
The aura should last a few secs and is refreshed each time
When the heromode switches off , the wepon switches off and so does the Attribute
Edited by JUS_SAURON, 22 October 2011 - 03:03 PM.
#25
Posted 23 October 2011 - 09:02 PM
MOUNTED tag has to come before the HERO tab model condition state or something... and as do others or something.... i can't remember exactly.
John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.
Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.
#26
Posted 25 October 2011 - 12:13 AM
@ Goubish:
Do you want a leadership power that has a duration and that can increase a heroes power and a hordes power or:
heroes power only or hordes power only.
Because if you want both you could just make 2 attribute modifier codes and have them like to one upgrade.
One of the Attribute modifiers is for the hero, while the other is for the hordes. or you could just have ONE modifier and add a filter to it. saying: ALL +HERO +ALLIES.
Something like that. (Dont have the codes in front of me just going by memory.) I have done something like this before.
@Nertea: Nice Explanation, i have been looking for someone to use the LUA method.
#27
Posted 25 October 2011 - 07:42 PM
I suspect JUS's method will work ok, but I have had limited success with removing upgrades in that fashion.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#28
Posted 26 October 2011 - 02:52 AM
#29
Posted 27 October 2011 - 02:47 PM
I'm back...
I've just read your messages.
I will explore JUS's methods and will make tests this evening or tomorrow.
Thank's.
#30
Posted 27 October 2011 - 10:06 PM
Oh, that's even better! And there's no reason for it not work, so go for that oneActually JUS's most recent method doesn't even include the removal of upgrades. And it looks really promising.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#31
Posted 02 November 2011 - 12:25 AM
As hoped, your second method (FireWeapon + HeroMode) works perfectly ! Great idea !
Thank you !
One question : why do you set "AttackRange" to 9999999.0 in the weapon ?
Edited by Gourbish, 02 November 2011 - 12:26 AM.
#32
Posted 02 November 2011 - 01:14 AM
I didn't ...EA didOne question : why do you set "AttackRange" to 9999999.0 in the weapon ?
its a copy of
FloodHorseRadiusWeapon
you can try smaller values to see what happens
I've seen other RadiusWeapon's like ChillSoulRadiusWeapon have range of 50.0
I usually copy paste till somethong works
Edited by JUS_SAURON, 02 November 2011 - 01:23 AM.
#33
Posted 02 November 2011 - 03:09 AM
This is an aura weapon. Meaning that the radius is determined by "Radius" in the "nugget". Whether it be an "AttributeModifierNugget" or a "DamageNugget".
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