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Buff fx bug

buff fx bug not-showing map.ini

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#1 -SilverBane-

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Posted 12 October 2014 - 02:28 PM

Hey guys,

I need your help. I'm trying to create a new buff fx for the farsight but it seems buffnugget is ignored. Any ideas or mistakes found in my code?


FXParticleSystem FarSeeingLD
  System
    Priority = VERY_LOW_OR_ABOVE
    Type = GPU_PARTICLE
    ParticleName = EXRing02.tga ;EXGandalfStaffFlare.tga
    Lifetime = 20 20
    SystemLifetime = 1350
    SortLevel = 1
    Size = 5 5
    BurstCount = 0.85 1.05
    IsEmitAboveGroundOnly = Yes
  End
  Color = DefaultColor
    Color2 = R:78 G:200 B:110 5
    Color3 = R:0 G:0 B:0 15
  End
  Alpha = DefaultAlpha
    Alpha1 = 1 1 14 ;10
    Alpha2 = 0 0 20
  End
  Update = DefaultUpdate
    SizeRate = 0.1 0.1
    SizeRateDamping = 1 1
    AngleZ = -5 5
    AngularRateZ = -0.03 0.03
    AngularDamping = 1 1
    AngularDampingXY = 1 1
  End
  Physics = DefaultPhysics
    VelocityDamping = 0.85 0.85
  End
  EmissionVelocity = OrthoEmissionVelocity
    X = -1.2 1.2 ;-1 1
    Y = -1.2 1.2 ;-1 1
    Z = 0.25 0.5
  End
  EmissionVolume = LineEmissionVolume
    StartPoint = X:-7 Y:0 Z:8
    EndPoint = X:3 Y:0 Z:8
  End
;  EmissionVolume = CylinderEmissionVolume
;   Radius = 7
;    Length = 10
;    Offset = X:0 Y:0 Z:8
;  End
;  Draw = DefaultDraw
;  End
  Draw = GpuDraw
    FramesPerRow = 1
    TotalFrames = 1
    SpeedMultiplier = 1
  End
End



;----------------------------------------
;----------------------------------------




Object FarSeeingBuff


AddModule
  Draw      = W3DBuffDraw ModuleTag_Buff01
    ModelName = NONE ; EXHealbiggest
  End
End

AddModule
  Draw = W3DScriptedModelDraw ModuleTag_Draw
    DefaultModelConditionState     
      Model = None
      ParticleSysBone = NONE FarSeeingLD FOLLOWBONE:YES

    End
  End
End


;==============================

  EditorSorting     = SYSTEM
  ArmorSet
    Armor = NoArmor
  End
  VisionRange = 0.0
  KindOf = BUFF
    
End






;--------------------------------------
;--------------------------------------





FXList FX_FarSeeingLeadership

  BuffNugget
	BuffType = Leadership
	BuffInfantryTemplate = FarSeeingBuff
	BuffCavalryTemplate = FarSeeingBuff
	BuffTrollTemplate = FarSeeingBuff
	BuffShipTemplate = FarSeeingBuff
	BuffMonsterTemplate = FarSeeingBuff
	IsComplexBuff = No
	BuffLifeTime = 45000
  End


;ParticleSystem
;Name = FarSeeingLD
;AttachToObject = Yes
;Offset = X:0.0 Y:0.0 Z:-2.0
;End


End


;------------------------------------------
;------------------------------------------




ModifierList FarSeeingNew
	Category = SPELL
     Modifier = RANGE 35% 		// Additive.
   	Modifier = VISION 35%		// Additive. 
	Duration = 45000 					// Matches RefreshRate of giving module
	FX		 = FX_FarSeeingLeadership
	ModelCondition = EMOTION_CELEBRATING ; ;
End


2qm3dd5.jpg


#2 Ridder Geel

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Posted 12 October 2014 - 11:40 PM

This looks like you are working on map.ini kind of stuff?

If so, try switching around the order of things, and make the object the last one at least, usually the order is important with that kind of stuff :p


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#3 -SilverBane-

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Posted 13 October 2014 - 06:44 AM

The order seems correct for me, object cannot be above the particlesystem or it wont read the new fx, the fx list cant be above the object because object doesnt exists yet, and the modifier list must be the last since it needs the fx list.

The problem is in that buffNugget i think: I have tried even using normal buff objects ( like PositiveAtkBuff), but game seems to ignore it. and this is not the only time it happens me this i've tried in the past to create fx'ses with buffnuggets and they just seem to be ignored. I could use this:

;ParticleSystem
;Name = FarSeeingLD
;AttachToObject = Yes
;Offset = X:0.0 Y:0.0 Z:-2.0
;End

all good, it works but i want the fx to die instantly when the unit dies, and i dunno how to do that :/

That's why i was trying through buff nugget :/


2qm3dd5.jpg


#4 Ridder Geel

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Posted 13 October 2014 - 10:30 AM

Hm... make the system lifetime lower? (Not entirely sure if it would be automatically re-spawned, if it is then it should "die" quicker after the unit dies :)


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#5 -SilverBane-

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Posted 13 October 2014 - 01:20 PM

I don't think it would work, because i want the particle to last as long as the bonus from farsight lasts... farsight works like a rally call, only the units that are in the area at the time wich you casted the spell recieve it.... so basically the question is: is it possible to create a "rally call" ( in this case the farsight) wich haves a different fx, not the yellow glow for the units? and make it work like the yellow glow circle? ( die when unit dies)


2qm3dd5.jpg


#6 Ridder Geel

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Posted 13 October 2014 - 04:47 PM

What happens if you take away the system lifetime?


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#7 -SilverBane-

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Posted 13 October 2014 - 06:01 PM

The fx stays forever...


2qm3dd5.jpg


#8 Ridder Geel

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Posted 14 October 2014 - 09:23 AM

That's odd.. because the buff object, should, in theory... kill itself after the attribute modifier goes away...

Is 45000 not too long for the effect?


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#9 Ealendril der Dunkle

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Posted 14 October 2014 - 12:06 PM

That's odd.. because the buff object, should, in theory... kill itself after the attribute modifier goes away...

 

Well, you cant use the w3dscripteddraw in buff-objects. This is the problem why the fx stays always, the fx cant die. You have to use only this draw:

  Draw      = W3DBuffDraw ModuleTag_Buff01
    ModelName = Yourmodel
  End


#10 -SilverBane-

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Posted 14 October 2014 - 06:29 PM

the fx doesnt even shows when im trying through buffnugget, not even existing ones work :/

2qm3dd5.jpg


#11 Ealendril der Dunkle

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Posted 15 October 2014 - 08:31 AM

Yes, because you cant add an particelsys to the buff-draw. You have to work around with an own created model-fx.



#12 -SilverBane-

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Posted 15 October 2014 - 08:45 AM

not even existing ones work :/

You understand what im trying to say? not even already made ones work, not even the ones like PositiveAtkBuff.

There must be somewhere a shitty bug


2qm3dd5.jpg


#13 Ridder Geel

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Posted 15 October 2014 - 10:31 AM

The normal leadership does not work either? :p


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#14 -SilverBane-

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Posted 15 October 2014 - 04:30 PM

That one works but i can't use that one because i need a particle to last 45s


2qm3dd5.jpg





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