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Some question regard of modding with Corsix


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#181 LemonTree

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Posted 05 January 2020 - 01:00 PM

 

I try setting this to 9999 but the squad didn't really leech any noticeable health...

You must also make sure that the weapons of the squad (those that you want to leech health with each attack), ALREADY have life_leech_damage > 0. (Look into the armour_damage of the weapon for this)

Because if the leech damage is 0, even multiplying it by 10^100, leeching will still be .... Zero! :p

 

More thoughts

Now, if you want the leech to work AFTER a research, then you can either set leeching to 0.01 (so that it is not initially noticeable) and set a big multiplication modifier afterwards in the research.

OR ... Simply use Addition.

 

I tried a custom weapon,give it life leech as 1 and modifier is 9999 but it seem like there are no noticeable difference.Should i increase the life leech more ?



#182 LemonTree

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Posted 05 January 2020 - 01:00 PM

 

I try setting this to 9999 but the squad didn't really leech any noticeable health...

You must also make sure that the weapons of the squad (those that you want to leech health with each attack), ALREADY have life_leech_damage > 0. (Look into the armour_damage of the weapon for this)

Because if the leech damage is 0, even multiplying it by 10^100, leeching will still be .... Zero! :p

 

More thoughts

Now, if you want the leech to work AFTER a research, then you can either set leeching to 0.01 (so that it is not initially noticeable) and set a big multiplication modifier afterwards in the research.

OR ... Simply use Addition.

 

I tried a custom weapon,give it life leech as 1 and modifier is 9999 but it seem like there are no noticeable difference.Should i increase the life leech more ?



#183 Gambit

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Posted 05 January 2020 - 02:50 PM

Hmm.... It should be working!

Was the weapon with the life-leeching capability active? I mean, if you put it in a melee weapon, but you have the unit in range combat, it would not apply of course :p

Also, is the damage of the weapon "big" enough?

 

Honestly, I do not know how life-leeching works EXACTLY.

But I presume, the leached damage (that translates to unit healing), can be up to the unit's caused damage (or a fraction of it). I so not know if it can exceed that...

 

My suggestion is always the same: Experiment!


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#184 fuggles

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Posted 05 January 2020 - 07:42 PM

It could be a percentile so may not be able to exceed 1, that is true.

#185 LemonTree

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Posted 06 January 2020 - 01:11 AM

Hmm.... It should be working!

Was the weapon with the life-leeching capability active? I mean, if you put it in a melee weapon, but you have the unit in range combat, it would not apply of course :p

Also, is the damage of the weapon "big" enough?

 

Honestly, I do not know how life-leeching works EXACTLY.

But I presume, the leached damage (that translates to unit healing), can be up to the unit's caused damage (or a fraction of it). I so not know if it can exceed that...

 

My suggestion is always the same: Experiment!

Ah,it was a melee weapon,my squad was melee-ing a turret so i'm not sure whether the unit have to be infantry to leech damage.Gonna experiment and keep y'all update

It could be a percentile so may not be able to exceed 1, that is true.

I see,but that simply is not the case.I check Dark Eldar Archon animus vitous (life steal ability) and the value there is 8.The stat page say it should leech 16HP per second so i guess the ability attack twice per second



#186 LemonTree

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Posted 11 January 2020 - 05:17 PM

Update,it didn't really work the way I intended so i settle with damage_dealt_regeneration_factor instead



#187 Gambit

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Posted 11 January 2020 - 07:55 PM

Aha, this is a very obscure stat, I have almost never used, or seen it being used ...

I suppose, it regenerates HPs, times the "factor" value?


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#188 LemonTree

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Posted 12 January 2020 - 07:07 AM

As far as i could tell,it regen HP base on the damage you deal.The value is Percentage.So if i put `1` then the incubus will heal for 100% the damage he dealt.It doesn't have the stack up effect that i wanted but ultimately i decide i don't really need that and effort putting leech damage on each Incubus weapon (then testing it) was too much to do



#189 LemonTree

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Posted 08 March 2020 - 03:19 PM

Any one know how health_backup_modifier work ?.I can't seem to get it working correctly
The idea here is when i done the research, the Necron Lord will increase the squad chance to come back to life by some margin



#190 Gambit

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Posted 08 March 2020 - 10:00 PM

Never used that one...

I do not even know if it is working at all.

 

First of all, make sure that you use a type_modifierusagetype\tp_mod_usage_percentage.lua, when trying to modify it.

1] I would test with an initial get_back_up_health_percent value of 0.01 to the specific entity you want.

2] Then, I would add what remains to be a perfect 1 to the health_backup_modifier (that is a value of 0.99) to that entity.

And see what happens.


Edited by Gambit, 08 March 2020 - 10:01 PM.

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#191 LemonTree

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Posted 09 March 2020 - 03:30 PM

I tried that,didn't seem to work   unknown.png?width=661&height=610


Edited by LemonTree, 09 March 2020 - 03:51 PM.


#192 Gambit

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Posted 09 March 2020 - 05:38 PM

Hmmm.... Before proceeding to making it into an ability, I would directly apply the modifier to an entity, BY NAME (using entity_type).

There may be issues with the ability, or a case where the modifier is not used thus...

Directly applying it to an entity will help you test faster, AND make more tests (for example,re-try addition, instead of percentage application type).

Etc.


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#193 LemonTree

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Posted 10 March 2020 - 01:54 AM

Hmmm.... Before proceeding to making it into an ability, I would directly apply the modifier to an entity, BY NAME (using entity_type).

There may be issues with the ability, or a case where the modifier is not used thus...

Directly applying it to an entity will help you test faster, AND make more tests (for example,re-try addition, instead of percentage application type).

Etc.

I see,gonna try that then



#194 LemonTree

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Posted 14 March 2020 - 03:58 PM

Good news brother.It work wonderfully.Thank for your assistance



#195 LemonTree

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Posted 14 March 2020 - 07:51 PM

Is it possible to have a skill that have various effect base on whether the target are friendly or hostile.For example,an ability call "Zap".If i zap my unit it will heal but if i zap the enemy they took damage



#196 LemonTree

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Posted 15 March 2020 - 04:18 AM

Also, i have some unit that can get back up from dead (health_get_back_up_modifier) .Just like the Necrons did.How do i config the animation ?



#197 Gambit

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Posted 15 March 2020 - 11:16 AM

Is it possible to have a skill that have various effect base on whether the target are friendly or hostile.For example,an ability call "Zap".If i zap my unit it will heal but if i zap the enemy they took damage

It depends on what it would be targeting... But needs advanced coding. And there are limitations.

In short, the only method is by "temporarily stopping" the target, and then spawning 2 dummy entities. Each dummy will have one ability with a small AOE, than will have the appropriate targets and effects.

... Which will of course target only vehicles.

 

This is the general method. For a specific application, you will need to modify this concept.


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#198 LemonTree

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Posted 15 March 2020 - 11:51 AM

 

Is it possible to have a skill that have various effect base on whether the target are friendly or hostile.For example,an ability call "Zap".If i zap my unit it will heal but if i zap the enemy they took damage

It depends on what it would be targeting... But needs advanced coding. And there are limitations.

In short, the only method is by "temporarily stopping" the target, and then spawning 2 dummy entities. Each dummy will have one ability with a small AOE, than will have the appropriate targets and effects.

... Which will of course target only vehicles.

 

This is the general method. For a specific application, you will need to modify this concept.

 

I see,thank.I scraped the idea nevertheless



#199 LemonTree

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Posted 19 March 2020 - 09:37 AM

Also, i have some unit that can get back up from dead (health_get_back_up_modifier) .Just like the Necrons did.How do i config the animation ?

Brother,please help



#200 Gambit

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Posted 19 March 2020 - 06:06 PM

The animation's name is fixed in the whe of the model.

AE-wise, you do not have to do anything. It is OE/3D related.


Edited by Gambit, 19 March 2020 - 06:06 PM.

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