Jump to content


Photo

Some question regard of modding with Corsix


210 replies to this topic

#161 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 24 March 2019 - 03:05 PM

 

 

If so then how do i impletement entrench properly ?.I was instructed to have an entrench_ext and the two ability (all of which are copy from Dark Angel Thunderhawk),but it really doens't connect...

Whoa! I didn't know that you wanted... That!
Regrettably, the implementation of the Thunderhawk is VERY complex. I used at least 3 tricks to make it work properly + I overlapped the UI position for the ACTUAL entrench extension with the ability + the AI is UBER complex... And the AE is not easy to explain.

Brother LemonTree, it may seem to be a "simple" entrench technique, but believe me, this is NOT the case with the Thunderhawk.

I am unable to remotely guide you.

Ther is only ONE thing to do: Copy everything from the DA project, and start making the "adaptation" changes needed... :ermm:

Tell you what.

I will look into your mod. (By the way thanks for sharing!!!)

... But please do not expect much at this time point. My hands are full...

 

Is it no problem brother,all i really have to do is abandon the idea and try another new thing,which am gonna do xD.In that case i'm probably doesn't need to implement the FreeUI...yet.So dont sweat,if you have any feedback about my race feel free to share even if it is harsh



#162 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 30 March 2019 - 07:53 AM

Ok round two,i'm trying to meddle with impact_ability again
I have a Talos (from Dark Eldar),i want each time the Talos shoot,the position that talos shoot at will spawn a wildfire (wildfire ability of talos from dark eldar).Is it achievable with impact_ability ?



#163 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 30 March 2019 - 11:44 AM

I thought it WAS possible.

But in a recent discussion, it seemed that it was not working...

I didn't try it myself, so I cannot provide any further input.

 

Brother LemonTree... You must follow the good-old method of trial and error :grad:


-In search of Papasmurf...

#164 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 30 March 2019 - 12:33 PM

I thought it WAS possible.

But in a recent discussion, it seemed that it was not working...

I didn't try it myself, so I cannot provide any further input.

 

Brother LemonTree... You must follow the good-old method of trial and error :grad:

You mean the previous one with me right?.Im trying that out and will report if it worked



#165 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 16 May 2019 - 04:43 AM

How do you make an ability effect the unit that possessed said ability only,so that even if the unit were to attach to some squad,the squad wont get the effect ?



#166 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 16 May 2019 - 12:34 PM

Impossible, directly.

There IS a workaround though, provided you use specific modifiers on that ability.

I have done it many times, and it works perfectly.

 

So first, I have to ask.

What bonuses/penalties does the ability confer to the squad? What are the exact modifiers?


-In search of Papasmurf...

#167 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 17 May 2019 - 03:04 AM

Impossible, directly.

There IS a workaround though, provided you use specific modifiers on that ability.

I have done it many times, and it works perfectly.

 

So first, I have to ask.

What bonuses/penalties does the ability confer to the squad? What are the exact modifiers?

It would be health_regeneration.In this case the chaplain health regeneration



#168 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 17 May 2019 - 09:50 AM

Dammit, I misundersttod. I though that you wanted an ability of a multi-membered squad, NOT to affect any (possibly) attached commander.

But you simply want the ability of the commander, NOT to affect the squad he may be attached to!!!

 

In this case things are very easy. No ticks required. :thumbsupcool:

 

>> So, go into the ability, in the area_affect/area_effect_information, and set the area_type to tp_area_effect_point.

And then in the modifiers ability confers (like the health regeneration modifier you are after, or ANYONE other modifier you want), set the application_type to tp_mod_apply_to_entity. :grad:


Edited by Gambit, 17 May 2019 - 09:52 AM.

-In search of Papasmurf...

#169 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 17 May 2019 - 03:14 PM

t

 

Dammit, I misundersttod. I though that you wanted an ability of a multi-membered squad, NOT to affect any (possibly) attached commander.

But you simply want the ability of the commander, NOT to affect the squad he may be attached to!!!

 

In this case things are very easy. No ticks required. :thumbsupcool:

 

>> So, go into the ability, in the area_affect/area_effect_information, and set the area_type to tp_area_effect_point.

And then in the modifiers ability confers (like the health regeneration modifier you are after, or ANYONE other modifier you want), set the application_type to tp_mod_apply_to_entity. :grad:

Thank you.I also realize that i could just raise the natural health regen of such unit.Silly me



#170 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 08 December 2019 - 05:22 PM

An idea,i want an ability that can summon a squad back to the caster.Is it possible ?
Ex:I have a building,the building have the ability,i use that ability on the squad and they get teleport back to the building


#171 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 08 December 2019 - 05:58 PM

Only 2 methods:

1 SCaR. Tricky to code - really tricky. But doable.

2 (Limited application) the method used by Necrons to teleport back to their HQ. Unfortunately, MANY parts are Hard-Coded.


-In search of Papasmurf...

#172 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 09 December 2019 - 03:43 AM

I see.Gonna dodge this one



#173 fuggles

fuggles

    title available

  • Members
  • 4,837 posts

Posted 16 December 2019 - 09:17 AM

Could you not use the lotd method? Change all health to arbitrary high value and move them? Would necessitate a 1 cap on the building though.

#174 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 16 December 2019 - 01:08 PM

No need for Cap 1..

With SCaR, I would do it thusly:

1] Make the teleport actually an ability, that only targets your own HQ.

2] The ability would a) set the max squad size to 0, so that the code to detect the squad, and b) would spawn a dummy entity at the target.

3] The code would check for the dummy entity, then for the squad with size 0, despawn it, and respawn it the place of the dummy entity.

Easy to do, just requires time to test.

 

There are only 2 possible issues:

1] Having other building with Building High armour type in the army.

2] Having two squads casting the ability "simultaneously".

BOTH can be addressed, of course.


Edited by Gambit, 16 December 2019 - 01:09 PM.

-In search of Papasmurf...

#175 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 04 January 2020 - 05:00 PM

I have a question regard to life leech.How do i make that modifier work ?.The idea is here is each incubus increase the squad life leech capacity



#176 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 04 January 2020 - 08:00 PM

Yes, the life_leech_damage_modifier can be applied to an entity or squad, to increase its life leeching with each attack.

Look into modifier_apply_ext/modifiers/modifier_03 of the Data\attrib\ebps\races\dark_eldar\troops\dark_eldar_leader_incubus.rgd entity, for an example of its workings.

In this case, the presence of each of the incubi, increases the life leech damage of the whole squad! That is why the squad is difficult to take down :twisted:

 

Now, life leech, does not increase Maximum Health of t he entity that leaches damage, but it rather replenishes its health with each attack it scores (proportionate to damage caused and life leech modifier).


-In search of Papasmurf...

#177 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 05 January 2020 - 05:58 AM

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



#178 fuggles

fuggles

    title available

  • Members
  • 4,837 posts

Posted 05 January 2020 - 09:16 AM

Why do you not just add it to the weapons, hopefully the easy way? Can't find an example though.

Or I suppose have a damaging melee aura and a melee modifier that improves your regen in combat.

Edited by fuggles, 05 January 2020 - 09:23 AM.


#179 Gambit

Gambit

    title available

  • Members
  • 6,666 posts
  • Location:Athens, Greece

Posted 05 January 2020 - 10:17 AM

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.


Edited by Gambit, 05 January 2020 - 10:18 AM.

-In search of Papasmurf...

#180 LemonTree

LemonTree
  • Members
  • 136 posts

Posted 05 January 2020 - 12:13 PM

Why do you not just add it to the weapons, hopefully the easy way? Can't find an example though.

Or I suppose have a damaging melee aura and a melee modifier that improves your regen in combat.

I do have think of that,but the modifier leech pose a technical problem that intrigue me,and i intended to solve that
The second reason is other modifier don't really scale per unit so it is not what i really want with the squad





Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users