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Starting a power used


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#1 JUS_SAURON

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Posted 26 July 2010 - 12:33 AM

How to get a power to be like its just used and need to Re-load
when a new unit is created ???

I've seem this many time Like in BFME1 SpellBook
but can't Duplicate the results when needed

EG :

CODE
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_KnifeFighterPowerUpdate
SpecialPowerTemplate = SpecialAbilityNumenorHero
Duration = 60000
AttributeModifier = Numenor_HERO_MODE
LockWeaponSlot = SECONDARY
StartsPaused = No
End


WILL give the Power USED ! It does not require an Upgrade but needs to reload / Refresh

I want to do this for this power as well :

CODE
; --------------- Knights Glorious Charge -----------------------

Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
UpdateModuleStartsAttack = No
;StartsPaused = No
AttributeModifier = KnightsofDolCharge
;AttributeModifierRange = 10
AttributeModifierAffectsSelf = Yes
;AttributeModifierAffects = ANY +GondorKnightsofDol
AttributeModifierFX = FX_TheodenGloriousChargeFX
; InitiateSound = KnightsDolAmrothGloriousCharge
End

Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
UnpackTime = 1000
UnpackingVariation = 1

SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
End


These Two lines maybe :

UpdateModuleStartsAttack = No
StartsPaused = No

Edited by JUS_SAURON, 26 July 2010 - 12:34 AM.


#2 fienx001

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Posted 26 July 2010 - 06:58 AM

Would this work, like Galadriel's Natures Wrath?

AvailableAtStart = No


Or maybe this...I dunno


//Delay the button being available with this little trick wait some time before granting the upgrade to allow for buildup.
Behavior = ObjectCreationUpgrade CatapultReady
TriggeredBy = Upgrade_DwarvenFortressMightyCatapult Upgrade_DwarvenFortressDwarvenStonework
RequiresAllTriggers = Yes
Delay = 8500
GrantUpgrade = Upgrade_DwarvenFortressMightyCatapultReady
End
Behavior = AudioLoopUpgrade ModuleTag_MightyCatapultBuildLoop
; Play a "build loop" while the Mighty Catapult is building up
TriggeredBy = Upgrade_DwarvenFortressMightyCatapult Upgrade_DwarvenFortressDwarvenStonework
;ConflictsWith =
SoundToPlay = BuildingBigConstructionLoop ;BuildingConstructionLoop
KillOnDeath = Yes
KillAfterMS = 8500
RequiresAllTriggers = Yes
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CatapultEnabler
SpecialPowerTemplate = SpecialAbilityMightyCatapultLauncher
TriggeredBy = Upgrade_DwarvenFortressMightyCatapultReady
End
Behavior = SpecialPowerModule ModuleTag_CatapultStarter
SpecialPowerTemplate = SpecialAbilityMightyCatapultLauncher
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = MightyCatapultStarterMS
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SpireWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityMightyCatapultLauncher
WhichSpecialWeapon = 1
UnpackTime = 10
PackTime = 10
SpecialWeapon = DwarvenMightyCatapultFortressWeapon
TriggerSound = MightyCatapultRotateMS
ApproachRequiresLOS = No
End
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#3 JUS_SAURON

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Posted 26 July 2010 - 10:29 AM

BINGO : :p
AvailableAtStart = No

#4 Prolong

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Posted 28 July 2010 - 04:00 AM

Thread hijack.

What does UpdateModuleStartsAttack do?

#5 acidRain

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Posted 28 July 2010 - 04:29 AM

It's used for targeted powers, to enable either 1) the target cursor and specific target OR 2) the target cursor + OCL.
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