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Some question regard of modding with Corsix


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#141 LemonTree

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Posted 03 February 2019 - 05:36 AM

Most possibly because in requirements, you have set addon 2 to REPLACE addon 1 :)

The solution is simply to add 4 max_troopers_squad_modifier, in addon 2.

Thank you brother,very cool



#142 LemonTree

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Posted 23 February 2019 - 03:15 PM

Is it possible to have an weapon that spawn some sort of object per attack ?
In example a gun that create torture amp launcher that launch torture amp where the projectile connect with the enemy


Edited by LemonTree, 23 February 2019 - 03:16 PM.


#143 Gambit

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Posted 24 February 2019 - 12:16 AM

Yes, of course!

But for this, you will need:

1] The weapon to be RANGED (only, won't work for melee weapons).

2] To fire a projectile.

3] To assign to it an impact ability.

 

So you can have this ability to spawn the entity you need.

If you need more, entities spawned per attack (with random spread), just use children abilities to the initial, and set the stats as you see fit.

 

The problem is that with each attack, an entity will ALWAYS spawn, so you must somehow avoid overcrowding the map...

You can limit this by creating some complex requirements for the ability.

Ask if you need more help, because this is nigh uncharted territory. :grad:


Edited by Gambit, 24 February 2019 - 12:17 AM.

-In search of Papasmurf...

#144 LemonTree

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Posted 24 February 2019 - 05:56 AM

Yes, of course!

But for this, you will need:

1] The weapon to be RANGED (only, won't work for melee weapons).

2] To fire a projectile.

3] To assign to it an impact ability.

 

So you can have this ability to spawn the entity you need.

If you need more, entities spawned per attack (with random spread), just use children abilities to the initial, and set the stats as you see fit.

 

The problem is that with each attack, an entity will ALWAYS spawn, so you must somehow avoid overcrowding the map...

You can limit this by creating some complex requirements for the ability.

Ask if you need more help, because this is nigh uncharted territory. :grad:

Thank you,i was suspecting that the impact ability have something to do with,i will test this  



#145 LemonTree

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Posted 24 February 2019 - 11:29 AM

It doesn't seem to work brother,i haven't been able to successfully spawn any torture amp.Here is my setting,can you guess what step that got i incorrect ?
talos.png



#146 Gambit

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Posted 24 February 2019 - 02:22 PM

That is not the "proper" order, you "missed" a step! :p

 

So, in the impact_ability of the weapon above, you must insert an actual ability!

Create a new one, and put it in there.

In this new ability, have the Torture Amp entity spawned, by putting it in the ability's spawn_entity_name entry.


-In search of Papasmurf...

#147 LemonTree

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Posted 24 February 2019 - 04:47 PM

That is not the "proper" order, you "missed" a step! :p

 

So, in the impact_ability of the weapon above, you must insert an actual ability!

Create a new one, and put it in there.

In this new ability, have the Torture Amp entity spawned, by putting it in the ability's spawn_entity_name entry.

but but but dark_eldar_torture_amp is an actual ability,i even test it with a couple of existing ability and new fresh ability.Nothing happened



#148 Gambit

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Posted 24 February 2019 - 06:57 PM

Ah...

So then, it is properly coded?

Please experiment with the dark_eldar_torture_amp ability a bit... I have never tested it, but I do not see why it should NOT be working.

So I suggest you modify the stats of the ability. For example the traget, the target_ground, it it would be targetable (the most possible) or timed, etc. For example, load Ad Mech mod, and have a look at the Data\attrib\weapon\am_orbital_marker_stalker.rgd weapon, and especially the mechanicus_orbital_marker_ability impact ability. This ability DOES work, so see into its stats.


-In search of Papasmurf...

#149 LemonTree

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Posted 25 February 2019 - 04:14 PM

Ah...

So then, it is properly coded?

Please experiment with the dark_eldar_torture_amp ability a bit... I have never tested it, but I do not see why it should NOT be working.

So I suggest you modify the stats of the ability. For example the traget, the target_ground, it it would be targetable (the most possible) or timed, etc. For example, load Ad Mech mod, and have a look at the Data\attrib\weapon\am_orbital_marker_stalker.rgd weapon, and especially the mechanicus_orbital_marker_ability impact ability. This ability DOES work, so see into its stats.

Brother i have tried everything including copy your weapon stats and ability,nothing work.It seem like i hit a dead end so i'm gonna list the idea to see if they are other ways
I have a Talos from Dark Eldar
The Talos have an ability call wildfire,which fire in wild direction (surprise surprise)
I want such Talos to fire "wildfire-maker",which mean that there should be wildfire cast on the position of victim impact point
Do you know anyway to accomplish it ?


Edited by LemonTree, 25 February 2019 - 04:18 PM.


#150 Gambit

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Posted 26 February 2019 - 09:43 AM

Strange... I suppose then that abilities attached to weapons are not fully implemented :thumbsdownsmiley:

 

Talos

I do not understand what you want to achieve exactly...

I suppose you want a targeted ability?

Because if you make it so, all of the projectiles will hit the targeted point (or a circular area around it, if you maintain scattering).


-In search of Papasmurf...

#151 LemonTree

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Posted 26 February 2019 - 12:45 PM

Strange... I suppose then that abilities attached to weapons are not fully implemented :thumbsdownsmiley:

 

Talos

I do not understand what you want to achieve exactly...

I suppose you want a targeted ability?

Because if you make it so, all of the projectiles will hit the targeted point (or a circular area around it, if you maintain scattering).

Nevermind brother,i think i can find a way around this



#152 LemonTree

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Posted 16 March 2019 - 06:55 AM

Is it possible to have a research toggleable ?



#153 Gambit

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Posted 16 March 2019 - 11:47 AM

What do you mean?

 

1] To be re-researched later, under a specific condition? if so then yes, but you must use the code I used for Ahriman in Thousand Sons. WARNING: You must not change the values, because you will have CTDs. The method I used there is never used before, and you must know EXACTLY what you are doing - it is as complex as AE can get. :grad:

 

2] OR to be like an ability? If so,.... use an ability!! Buildings can also have abilities :p


-In search of Papasmurf...

#154 LemonTree

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Posted 16 March 2019 - 04:11 PM

What do you mean?

 

1] To be re-researched later, under a specific condition? if so then yes, but you must use the code I used for Ahriman in Thousand Sons. WARNING: You must not change the values, because you will have CTDs. The method I used there is never used before, and you must know EXACTLY what you are doing - it is as complex as AE can get. :grad:

 

2] OR to be like an ability? If so,.... use an ability!! Buildings can also have abilities :p

Thank you very much brother,i think the ability is exactly what i need





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