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Behavior = DamageFieldUpdate problem


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#1 Imladhrim

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Posted 31 May 2008 - 05:49 PM

The strangest thing happened to me.. one of the little Experiments I did in my mod a year ago doesn't work anymore.
In short: an upgrade obtained by my hero is supposed to activate a "weapon" (once) which fires an OCL_Nugget, (which in turn will deactivate an upgrade somewhere else)
(more details and all code regarding to this can be seen in this tutorial I did a year ago .. and it did work back then)

Can anyone tell me what might be the problem.. or point me to an alternative solution?

here is the code in question:
(the ocl works, the upgrade triggering the weapon is in place, but the weapon doesn't fire)

createahero.ini
[codebox] Behavior = DamageFieldUpdate ModuleTag_BlessedHackWeapon
RequiredUpgrade = Upgrade_CreateAHeroBlessedOfValinor
FireWeaponNugget
WeaponName = BlessedWindWeapon
FireDelay = 0
OneShot = Yes
End
End
[/codebox]


weapons.ini

[codebox]
Weapon BlessedWindWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
DelayBetweenShots = 0
ClipSize = 0

WeaponOCLNugget
WeaponOCLName = OCL_UnBlessedHack
End
End
[/codebox]

#2 Lurtzy

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Posted 01 June 2008 - 12:04 AM

It could be
ClipSize = 0

I would change this to
ClipSize = 1

Trying to hold on...


#3 Imladhrim

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Posted 01 June 2008 - 08:59 PM

It could be

ClipSize = 0

I would change this to
ClipSize = 1


You're right, that should do it! Thanks.

But I've already found a more elegant way.. it was possible to add a "forbiddenupgrade=" as a brake into the other upgradeprocess.. so the entire OCL-Weapon workarround is no longer needed.
yar

#4 Ridder Geel

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Posted 10 June 2008 - 02:47 PM

IF you ever get another problem like this one concerning weapons you should check my tutorial:

http://www.the3rdage...tem-282?addview
Ridder Geel




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