Okay for my balance mod I am tring to change the TEC's LF abilaty way of working from doing the following:
Cast on target 30 seconds time to use and abilaty, If no abilati is used it stops here.If abilaty is used it deals 100 dmg to hull and sheild.
I want it to take away 50AM from the target instantly. From studing the abilati and buff files it was clear I needed to create a new buff file for this. The closes thing I could find was the KolGauss cannon file witch I modifie the DoDomage to RemoveAntiMatter and setted my value I wanted 50.I then made the abilaty go to this new file first witht he bufftype line. And made thsi new file link to the precast buff. How ever when i researcht he abilaty and it completes it minidumps.
Here is the new file codding.------------------------------------------------------------------------------------
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeNewBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit -1buffExclusivityForAIType "NotExclusive"isInterruptable FALSEisChannelling FALSEnumInstantActions 2instantAction buffInstantActionType "RemoveAntiMatter" instantActionTriggerType "OnDelay" delayTime 0.000000 damage Level:0 50.000000 Level:1 50.000000 Level:2 50.000000instantAction buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnAbilityUsed" buffType "BuffSabotageAntiMatterPreCast" effectInfo effectAttachInfo attachType "Center" smallEffectName "Buff_SabotageAntiMatterOnAbilityUse" largeEffectName "Buff_SabotageAntiMatterOnAbilityUse" soundID ""numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 1finishCondition finishConditionType "AllOnDelayInstantActionsDone"
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I have download of the 4 files available if it helps.http://www.megaupload.com/?d=4P7USD09http://www.mediafire.com/?sharekey=95d63d27636c7626ed24a2875c7fa58ee04e75f6e8ebb871
I'm banging my head on my keyboard as my limited knowlege can not dicern what si wrong.
Okay 5 minutes after posting I saw this:
instantActionTriggerType "OnAbilityUsed"
Witch is wrong. So I changed it to OnDelay. But ti still minidumps. So their is an other problem.
The line after delayTime which saysdamageshould sayantiMatter
Okay found it and fixed it but it still mini dumps. How ever thsi time it only minidumped when I hovered over the cursor over the abilaty. Coudl it be a problem with info card??? how would I solve thsi is this is the case. BTW the new file now looks like this.
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TXTentityType "Buff"onReapplyDuplicateType "PrioritizeNewBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit -1buffExclusivityForAIType "NotExclusive"isInterruptable FALSEisChannelling FALSEnumInstantActions 2instantAction buffInstantActionType "RemoveAntiMatter" instantActionTriggerType "OnDelay" delayTime 0.000000 antiMatter Level:0 50.000000 Level:1 50.000000 Level:2 50.000000instantAction buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnDelay" buffType "BuffSabotageAntiMatterPreCast" effectInfo effectAttachInfo attachType "Center" smallEffectName "Buff_SabotageAntiMatterOnAbilityUse" largeEffectName "Buff_SabotageAntiMatterOnAbilityUse" soundID ""numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 1finishCondition finishConditionType "AllOnDelayInstantActionsDone"
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You need to add the "delayTime 0.000000" line to the second instant action, but nothing else is wrong with that file, having just tested it myself. That said have you added the new buff file to the entity.manifest? because I forgot to and that caused a crash whilst hovering over the ability.Other than that, I suggest using the Developer.exe as it's the easiest way of finding the little errors
No I did not add that file to the entity.manifest. Thats news to me can you give me info on that?
Okay if you say it works now I'll take your word on it because for me it minidumps when I bring the cursor over the abilaty and when i make the cobalt jump into a new gravity well were i think it tries to use the abilaty and this crashes it to.
So what's teh story ont hat entety manifest file, I dont seem to have that in the gameinfo folder i got.
eadteas, ahve you downloaded my modding utility pack? I ask as it also contains my manifest maker which will build any of the potentially wanted manifests for entrenchment and it's mods as well as the mod updater, txtbin gui, map updater and all the support files for my utilites
harpo
No I had not tried it I will start loking into it after i am done eating and will be askign questions if i dont understand. Thanks.
Cool thanks it works an don the first try. Karma for you to. Now I gotta get to work on the Vasari lf abilati I need to create 2 buff files for that one.
Question can you have 2 overtime buffs that have different time 1 being 10 secodn and the otehr buff file being 30 seconds?
What would be wrong with this file?
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TXTentityType "Buff"onReapplyDuplicateType "PrioritizeNewBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit -1buffExclusivityForAIType "NotExclusive"isInterruptable FALSEisChannelling FALSEnumInstantActions 1instantAction buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnDelay" delayTime 0.000000 buffType "BuffCrippleAbilities"numPeriodicActions 0numOverTimeActions 2overTimeAction buffInstantActionType "DrainAntiMatter" drainAntiMatterRate Level:0 2.000000 Level:1 2.000000 Level:2 2.000000overTimeAction buffInstantActionType "DoDamage" damageRate Level:0 2.000000 Level:1 2.000000 Level:2 2.000000 damageAffectType "AFFECTS_ONLY_HULL" damageType "ENERGY" isDamageShared FALSEnumEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 2finishCondition finishConditionType "TimeElapsed" time Level:0 10.000000 Level:1 10.000000 Level:2 10.000000finishCondition finishConditionType "OwnerChanged"
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Where you have buffInstantActionTypefor OverTimeActions it needs to be buffOverTimeActionTypeAs to the question about having different lengths for overtime buffs, you would need to have them as seperate files, but it should work fine.
Awwww OMG thanks. I am learnign new things I didnt think to notice. Well I hope my cherry has been poped for good now.
And it Works perfectly. Awesome. gettign closer to a next release on my mod.
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