Hey > I've given my hero (Galadriel) an ability (SEE Mods Nenya power) where she drops a "Damage Object" that continuously Damages and knocks back nearby troops, but I want her to constantly replay the animation she uses when the ability is triggered and not move or attack for the duration of the ability , just stay where she was when the command was activated and play the animation for the duration of the ability without being able to move or attack. Now thanks to Ridder Geel and FG15 I've managed to make it work to an extent... when the ability's command is activated and will constantly play the animation and not move and basically do everything I wanted EXCEPT when there is an enemy object (structure,unit) she will "Float" to their location while the ability is active and playing the animation when floating and when she reaches the "Object she will attack it with her regular attack an d you see the attack FX just she'd be playing the ability's animation. See my problem :/ any help would be VERY much appreciated
#1
Posted 25 February 2015 - 07:37 PM
#2
Posted 25 February 2015 - 07:56 PM
;############################################################;Sûlherokhh mod end ;;====== NENYA ;############################################################;Sûlherokhh mod start Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OCLSpawnNenyaEnabler SpecialPowerTemplate = SpecialAbilityGaladrielNenya TriggeredBy = Upgrade_ObjectLevel1 ;Upgrade_ObjectLevel8 End Behavior = OCLSpecialPower ModuleTag_OCLSpawnNenya SpecialPowerTemplate = SpecialAbilityGaladrielNenya OCL = OCL_GaladrielNenya CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes ;SetModelCondition = ModelConditionState:USER_1 ;SetModelConditionTime = 15.0 ;DisableDuringAnimDuration = Yes End Behavior = SpecialAbilityUpdate ModuleTag_OCLSpawnNenyaUpdate SpecialPowerTemplate = SpecialAbilityGaladrielNenya StartAbilityRange = 1.6 UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_THREE AnimTime:15000 FreezeAfterTriggerDuration = 15000 ; Hold AI for this long after we fire. End Behavior = AutoAbilityBehavior ModuleTag_NenyaAutoAbility SpecialAbility = SpecialAbilityGaladrielNenya ;SpecialAbilityWizardBlast MaxScanRange = 150 Query = 30 ALL ENEMIES -STRUCTURE End ;############################################################;Sûlherokhh mod end Behavior = AutoHealBehavior ModuleTag_GaladrielHealing StartsActive = Yes HealingAmount = M_HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = M_HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes UnitHealPulseFX = FX_SpellHealUnitHealBuff End ;--------------------------------- Object GaladrielNenya // ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION MOVE_ONLY ;INERT ThreatLevel = 0 // *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 999999 InitialHealth = 999999 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 10000 //15000 MaxLifetime = 10000 //15000 End ShroudClearingRange = 1 VisionRange = 1 Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = GaladrielNenya_SEE ;GaladrielNenya FireDelay = 0 OneShot = no ; Alternative is to fire as often as the reload time of this weapon allows End End Behavior = AttachUpdate ModuleTag_Attach ObjectFilter = ANY +Galadriel_SEE -MONSTER -MACHINE -WORKING_PASSENGER -NO_COLLIDE -INERT -IGNORED_IN_GUI -PROJECTILE -NEUTRALGOLLUM -NOT_AUTOACQUIRABLE -WildSpiderling_Slaved -IsengardExplosiveMine -Wyrm -WargSentry M_NOT_FLYING_UNITS ScanRange = 15 ParentStatus = HOLDING_THE_RING AlwaysTeleport = No AnchorToTopOfGeometry = Yes End Behavior = PassiveAreaEffectBehavior ModuleTag_Healing EffectRadius = 500 PingDelay = 1000 ;msec HealPercentPerSecond = 15% AllowFilter = ANY +INFANTRY +CAVALRY +HERO -MACHINE -IMMOBILE +DOZER NonStackable = Yes HealFX = FX_SpellHealUnitHealBuff End End
These are the codes btw
#3
Posted 25 February 2015 - 10:48 PM
Try adding:
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
(with most likely a different number)
To either SpecialAbilityUpdate or OCLSpecialPower.
#4
Posted 26 February 2015 - 02:01 AM
still the same problem but thanks :/
#5
Posted 26 February 2015 - 02:01 AM
;############################################################;Sûlherokhh mod end ;;====== NENYA ;############################################################;Sûlherokhh mod start Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OCLSpawnNenyaEnabler SpecialPowerTemplate = SpecialAbilityGaladrielNenya TriggeredBy = Upgrade_ObjectLevel1 ;Upgrade_ObjectLevel8 End Behavior = OCLSpecialPower ModuleTag_OCLSpawnNenya SpecialPowerTemplate = SpecialAbilityGaladrielNenya OCL = OCL_GaladrielNenya CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 15.0 DisableDuringAnimDuration = Yes ;FreezeAfterTriggerDuration = 15000 End Behavior = SpecialAbilityUpdate ModuleTag_OCLSpawnNenyaUpdate SpecialPowerTemplate = SpecialAbilityGaladrielNenya StartAbilityRange = 1.6 UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_THREE AnimTime:15000 FreezeAfterTriggerDuration = 15000 ; Hold AI for this long after we fire. End Behavior = AutoAbilityBehavior ModuleTag_NenyaAutoAbility SpecialAbility = SpecialAbilityGaladrielNenya ;SpecialAbilityWizardBlast MaxScanRange = 150 Query = 30 ALL ENEMIES -STRUCTURE End ;############################################################;Sûlherokhh mod end Behavior = AutoHealBehavior ModuleTag_GaladrielHealing StartsActive = Yes HealingAmount = M_HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = M_HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes UnitHealPulseFX = FX_SpellHealUnitHealBuff End
this is the new code btw
#6
Posted 26 February 2015 - 02:37 AM
I'm bookmarking this just in case we want to use something similar in SEE Director's Cut. =D
- saruman_the_wise likes this
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#7
Posted 26 February 2015 - 04:38 AM
you should I found it really represents Galadriel's light attacks in dolguldor seen in the movie
#8
Posted 26 February 2015 - 08:23 AM
So you added that code and also attempted to increase that value to something insane to see if it keeps her from wandering off? (90000 or something like that)
Edited by Ridder Geel, 26 February 2015 - 08:24 AM.
#9
Posted 26 February 2015 - 10:17 PM
yes but still no change. perhaps theres away to make it so that when the command button is trigger she switches to a dummy weapon that cannot target anything
#10
Posted 27 February 2015 - 12:53 PM
highly unlikely, you could change the locomotor to one with 0 speed, but that wont stop the targetting of units
#11
Posted 27 February 2015 - 01:51 PM
hmmm
#12
Posted 27 February 2015 - 02:30 PM
ModifierList Nenya Category = SPELL Modifier = RESIST_KNOCKBACK 100% ; Additive. Sum of these are subtracted from all entries in Armor.ini Modifier = DAMAGE_MULT 0% ; Multiplicitive. Damage multiplied by this, will compound in multiple bonuses Modifier = SPEED 0% ; Multiplicitive. Zero would be no deceleration. Modifier = RANGE 0% Duration = 15000 End
;############################################################;Sûlherokhh mod end ;;====== NENYA ;############################################################;Sûlherokhh mod start Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OCLSpawnNenyaEnabler SpecialPowerTemplate = SpecialAbilityGaladrielNenya TriggeredBy = Upgrade_ObjectLevel1 ;Upgrade_ObjectLevel9 End Behavior = OCLSpecialPower ModuleTag_OCLSpawnNenya SpecialPowerTemplate = SpecialAbilityGaladrielNenya OCL = OCL_GaladrielNenya CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 15.0 DisableDuringAnimDuration = Yes AttributeModifier = Nenya AttributeModifierAffectsSelf = Yes ;FreezeAfterTriggerDuration = 15000 End Behavior = SpecialAbilityUpdate ModuleTag_OCLSpawnNenyaUpdate SpecialPowerTemplate = SpecialAbilityGaladrielNenya StartAbilityRange = 1.6 UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_THREE AnimTime:15000 FreezeAfterTriggerDuration = 15000 ; Hold AI for this long after we fire. ;AttributeModifier = Nenya ;AttributeModifierAffectsSelf = Yes End ;Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership ;AttributeModifier = Nenya ;BonusName = Nenya ;AttributeModifierAffectsSelf = Yes ;End Behavior = AutoAbilityBehavior ModuleTag_NenyaAutoAbility SpecialAbility = SpecialAbilityGaladrielNenya ;SpecialAbilityWizardBlast MaxScanRange = 150 Query = 30 ALL ENEMIES +STRUCTURE End
I finally got it to work by adding this attribute modifier
it now works PERFECTLLY
#13
Posted 27 February 2015 - 02:43 PM
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = LadyofLothlorien ;TriggeredBy = Upgrade_HeroLevel4 RefreshDelay = 2000 Range = 200 ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO End Behavior = SpecialPowerModule ModuleTag_LadyofLorienLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = No End Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag IdleSpawnRate = 5000 UnitSpawnFX = FX_LorienBannerSpawn ReplenishNearbyHorde = Yes ScanHordeDistance = 200 End
the only thing I noticed was when the ability was activated see's leadership fx was disabled perhaps even the leadership it self
#14
Posted 27 February 2015 - 03:37 PM
Well then look at SEE's leadership code i guess? Not sure but if i remember correctly the SEE code was overly complicated, so yea
#15
Posted 27 February 2015 - 03:48 PM
not complicated just scrambled really
#16
Posted 27 February 2015 - 04:27 PM
Well either way, that's the place to look
#17
Posted 27 February 2015 - 05:16 PM
by leadership code you mean the one in her ini?
#18
Posted 28 February 2015 - 05:11 AM
everything works now thanks to the help of you wonderful modders however I was wondering also how I can make the trigger sound constantly replay itself for the duration of the ability?
#19
Posted 01 March 2015 - 02:15 PM
Maybe add it as an effect when the weapon fires?
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