Hello everyone, once again i am in need of help.
for some reason my ability acting strange, it is ignoring its demand to activate only when the upgrade is hit
I am trying to make Boromir enter the last stand state only once he reached level 3.
all is working well beside he enter the state from level 1.
here's some code:
boromir.ini:
AnimationState = WEAPONSET_RAMPAGE
StateName = LastStand
Animation = ATTACK_A
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation = ATTACK_B
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
End
this is the animations.
here's the WeaponSet code for the RAMPAGE State:
WeaponSet
Conditions = RAMPAGE
Weapon = PRIMARY BoromirSword
End
I have tested it before with different weapon(one that fly the enemies upon hitting them so i know its working)
the DelayDeathBody:
Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 400 ; BALANCE
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
DoHealthCheck = Yes ; Dont want to get the delayed death behaviour when we die normally
DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand ; Need this upgrade to be able to delay my death
InvulnerableFX = FX_BoromirLastStand
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
ImmortalUntilDeathTime = No
End
if i put DoHealthCheck = No as it is in the troll's ini, boromir never die.
the line:
DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand
this is where the delayed death should be active only upon hitting that upgrade, but it ignores it.
The Respawn behavior, i removed from the code snippet the Respawn rules so the code would be shorter for you guys:
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_BoromirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIBorimir
End
here's the ability behavior in boromir's ini:
;;;===================================================================================
;;;=============================Boromir Last Stand ===================================
;;;===================================================================================
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BoromirLastStand
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_BoromirLastStand
End
Behavior = SpecialPowerModule ModuleTag_BoromirLastStandUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
I have created a Button to see if something triggers Upgrade_BoromirLastStand
commandbutton.ini:
CommandButton Command_SpecialAbilityBoromirLastStand
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityFakeLeadership2
Options = NONPRESSABLE
TextLabel = CONTROLBAR:LastStand
ButtonImage = HSBorimirLastStand
RadiusCursorType = TRAINING
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipLastStand
InPalantir = Yes
End
the icon's turn visible at level 3, as it should.
the experiencelevel.ini:
;----------- BOROMIR ------------------
ExperienceLevel BoromirLevel3
TargetNames = GondorBoromir
RequiredExperience = BOROMIR_LVL3_EXP_NEEDED
ExperienceAward = BOROMIR_LVL3_EXP_AWARD
AttributeModifiers = HeroLevelUpDamage2
Rank = 3
LevelUpFx = FX:GandalfLevelUp1FX
;LevelUpOCL = OCL_GandalfLevelUp1OCL
Upgrades = Upgrade_BoromirBladeMaster Upgrade_BoromirLastStand
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 1
End
END
if anyone has any suggestions on why he is activating the Delayed death before receiving the upgrade I would love for some help
Thanks in advance guys, and have a nice day
Edited by amit5530, 18 July 2020 - 02:51 PM.