i thought i can assign special powers to specific unit action or state (no button no player needed).
for example when 1 of my flying nazgul hit a target he also must cast a spell.
an interesting thing is that oncreated scriptevent+dospecialpower(self,"specialabilityscreech") works fine.
but try to change it on specialability "convertenemy" ((self,""convertenemy""), (self,""convertenemy"", other) and (self,""convertenemy"", 2-250000))...
and nothing happens. i tried to remove "need_target_pos" from commandbutton and specialpower INIs but that did not change enth
and i am almost sure that it cannot be done using this script (the code works not like monitorconditionstate):
if ObjectTestModelCondition(self, "Claw") then
ObjectDoSpecialPower(self, "SpecialAbilityScreech")
end
i added it directly to the animation code - no results.
AnimationState = ABOUT_TO_HIT ; clawing
StateName = Claw
Animation = Claw
AnimationName = CUFellBst_SKL.CUFellBst_ATKD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
ObjectDoSpecialPower(self, "SpecialAbilityScreech")
CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return
EndScript
End
this is ; *** ART Parameters *** section so maybe the game understands only graphic commands.
ill try to use grantupgrade-removeupgrade script commands because special powers
like convert enemy (with cursor pos) can be triggered (automatically) with this code only
// When created, automatically switch to rock-throwing
Behavior = DoCommandUpgrade Module_DoCommandUpgrade
TriggeredBy = Upgrade_SwitchToRockThrowing
GetUpgradeCommandButtonName = Command_ToggleMountainTrollRockThrow
End
but problem remains: specialpower must be triggered onattack
i saw many interesting things in the map scripts (like grantscience ) is there enth more usefull?
what maps you would recomend to me if im looking for scripts?
Edited by damianbt88, 31 March 2013 - 04:08 AM.