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Some question regard of modding with Corsix


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#161 LemonTree

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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

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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

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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

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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

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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

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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

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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

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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

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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





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