i still cant get the effect to activate though i do get no error messages on stating the mod. i dont know why it wont cast on itself. heres the new data. TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffShieldRestoreActivate" effectInfo effectAttachInfo attachType "Center" smallEffectName "" largeEffectName "" soundID "" needsToFaceTarget FALSE canCollideWithTarget TR
Dinoff
good question i need that answer myself.
just got home from work. dont make fun ive learned so much in the past few days and ive removed all lasers from the tec ships and given all the cap ships missles. testing now i have to tweek a few things ill get back to it in a few minutes. SpardaSon21 i hearby dub thee defender of the thread. you have not only done that but gotten me to a second page for posts
ok now it doesnt target other ships but it still doesnt will not cast the ability. shield points did not restore.
o i didnt relize that that meant 200%. o well i changed it back to 0
i have ships that fire with no shields all that time, i actually removed shields from tec ships. i really need someone to help on this im begging that if you know anyone who can help that you ask them.
here is the targeting TXT entityType "Buff" onReapplyDuplicateType "ReplaceWithNewBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 2 instantAction buffInstantActionType "PlayAttachedEffect" instantActionTriggerType "OnDelay" delayTime 20.000000 effectInfo effectAttachInfo attachType "Above" smallEffectName "CapitalAbility_ShieldRestoreTargetActivate"
here is the activation TXT entityType "Buff" onReapplyDuplicateType "ReplaceWithNewBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 2 instantAction buffInstantActionType "PlayPersistantBeamEffect" instantActionTriggerType "OnDelay" delayTime 20.000000 hasWeaponEffects FALSE instantAction buffInstantActionType "ApplyBuffToTargetNoFilterNoRange" instantActionTr
thanks for the layout. this will greatly aid my endevors. my next problem is making an ability targer itself and only itself. i will post the data below. this abilty will restore shields to full after a duration time. at the moment it doesnt target itself and i dont know if it works yet. TXT entityType "Ability" buffInstantActionType "ApplyTargettedBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffShieldRestoreActivate" effectInfo effectAtt
its still being worked the shields are my greatest problem. i dont have it posted yet as it says it takes up to 5 days. im going to try a few things but i need to balence the shields first. any advice on how to do this badly needed. (shields need to stay down for a period of time before going online again.) all tec capitol ships now have working missles.
hahahahaa. well im just waiting for your work to come out so i can use it. is there a projected arrival date? how are you solving the shielding system? sorry about all the questions but im curious and i know what the shields should be like but i cant get it there. (shields go down after large damage and go back up shortly after)
i think i just died and went to heaven. i think that the original thought was briliant but to many nerds got on your post. either way ive been working on alot of balencing in my mod to make the 3 to one ratio between the advent and the humans. ive also taken the direct phase jump mod to help give a need to keep yourself hidden from the enemy.
thank you. i never quite understood mitigation. all i know about it is that ships dont loose shields as fast with it. yeah it was just a copy paste i knew about color
i know. all they do on that post is argue. its stuck between fan fiction and halo buffs and i dont feel like listening to them. im not looking at total conversions yet im just looking at making it closer to halo. while i wait for them to finish. can anyone tell me what this is i found it in a player entity file under hyperspace data. shieldData shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15 shieldColor f
now that my initial guestion of what this data is has been answered. how can i tweek this data along with the individual ships to make shields stronger but stay down longer once a ship has lost its shields? shieldData shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15
i have not touched visari i dont use them at all. i like some of their abilities but thats it. if i can i want to use some of their tech tree for the advent. i hope nobody cares and i gave credit where it was due, but i stole the direct phase jump mod and added it to mine. to put emphesis on keeping worlds hidden from enemies. the advent also have a faster phase jump speed and startup to let them chase retreating ships. and i check this post frequently to give a swift reply.
well i havent made much progress and i havent posted anything yet but i guess i could.
hey um people i really would like some help on this stuff if you dont mind.
not to be an ass but would you mind if i bastardized this to make a closer to halo mod? i need some of the items youve worked and the overhaul on ships looks nice.
Hi ive been a pain in the ass on the forums for a few days but i could use some advice on how to make abilities. im trying to make an autocast ability that will recharge shields completely if more that X amount of damage is dealt or ,if possible, to cast AFTER a duration period. any help is welcome. i also have some trouble with some other mods im making if anyone cares to help.
heres my current error messages with the frigate gauss ability. Entity Ref not found: AbilityGaussBlastf Entity 'FrigateTechLight' references a non-existant ability: AbilityGaussBlastf any advice on a fix would be nice i have ony made an extra document for the buff and ability files to make it seperate from the capitol files.
this really messes up my mod idea but i guess ill have to do the ability version. my main need for that are restoring the shields after the duration period if im not making sense please tell me. and i could remove any restoration rate so that this is the only way for shields to restore. i know nothing of ability modding or how to give it to ships all my attemps end in a minidump.
do everything in the mods folder and make a subforlder for the mod your working on you need a copy of the gameinfo in there the last tutorial in the mods download folder under documents tells you exactly what to do.
ok
can someone tell me what file contains the time interval between shield regenerations. i know how to change the amount of shield restored but not the time between each regen.