hello i really need help with this one, ive been trying to make the magnetize ability affect other ships than fighters, i want to make it into some kind of super weapon that would make half a fleet crash into each other and EXPLODE!! (would look supreme)
but so far no succes, SO.....
Does anyone know if it is even possible???
It's not.
You can make some nice perpetual motion gags with it, but that's it. The impact system only functions with fighters.
You can fake it, but it will be highly sensitive to system performance. Anyone with a chugging cpu will never see it go off right. Set up two periodics from target ships, one pulling ships from the surrounding area, one setting a kill order on a very small area, close enough that they will be touching when it triggers.
Do a bounce back to the last spawner(ApplyBuffToLastSpawnerNoFilterNoRange) from the kill order and set a delayed explosion there as well. They'll get sucked in, trigger them self destruct, set the target to blow, and poof. Set your delay up right and it should look ok.
Unfortunately, the lower your tolerances have to be(very low in this case) the less it will actually trigger on a system being tasked by the game. I ran into this myself using tenth second tolerance levels on various systems, when my dual 3.2 xeon system broke I had to jack them up to .5 before the previously functional abilities would behave themselves on a single 3.0 p4 with an otherwise similar system.
Magnetize is also force, not impulse. It has a varied effect based on the mass of the object, so use the other function to pull them in at a static rate or you'll never get them lined up.
Try to change this in BuffMagnetiz.entity file from this
overTimeAction buffOverTimeActionType "Magnetize" targetFilter numOwnerships 1 ownership "Enemy" numObjects 1 object "Fighter" numSpaces 1 space "Normal" numConstraints 0
to this
overTimeAction buffOverTimeActionType "Magnetize" targetFilter numOwnerships 1 ownership "Enemy" numObjects 2 object "Frigate" object "Fighter" numSpaces 1 space "Normal" numConstraints 0
or something to that effect
this sounds interesting
i wil definetly try and take a look at it. thx so far..
arhhh!!! is there any way to make the buffs instant... delaytime 0.000000 doesn't seem to cut it... it's like the the entire game engine is running in cycles of seconds... is the any way to make buffs react every 100th of a sec??
please help, cause the ships bump into eachother like they are supposed to, but some of them doesn't blow till way after
Tenth second tolerance..... how?? and what other function - impulse??
This may be a game engine issue. Will get around to testing it myself when I get a chance.
Ignore the impulse comment, I'm retarded. Severely considering the number of physics classes I've slept through.
ApplyImpulseFromSpawner is another force application like magnetize. It's applying force over time(the definition of impulse when one isn't having an apocalyptic brain fart) so the mass of the object is going to alter how fast it moves. Each ship has it's own mass value.
See Telekinetic Push for the vanilla implementation of the function, the one that blows away fighters.
The predictably consistent one is InitializeMovementTowardLastSpawner, BuffRepulsionFieldTarget is an example of this one. All ships will move at the same rate, something you're in dire need of in order to time their explosion.
The problem with things being delayed using the OnDelay trigger is that you're not accounting for the game design. Each tier triggers independently. Your buff reference inside another buff is triggered at a different time, it has a delayed effect. To have things coincide, they have to be on the same level. For two separate files to enact simultaneously, you would trigger them from the same parent. Getting them to enact at the same time as their parent is simply impossible.
Because if this, you're always going to have a delay on child actions. So, you have to time it. You have to apply and set off the explosions at the correct ranges to get them to line up, and it's going to be hellishly fun. As soon as you run it on a slower(or faster if yours is inadequate for maximum performance) computer, it's going to be wrong again. There's no good substitution for magnetize with it's impact code.
If you want an example of buffs with tolerances, download the SOA2 mod and peek at my work. The Jem'Hadar specific buffs on Dominion capital ships, a lot of the Borg abilities, I have lots of interconnected systems that alter or prevent usage entirely. The tolerance is how wide the delay time has to be on things for them to actually interrupt in the appropriate conditions. Too short, and your ships magically receive gifts they weren't supposed to get, mysteriously blow up, switch sides, all kinds of wonderful stuff that isn't intended.
If I weren't on a stone age computer my curiosity to see it work would have it done already, but alas I can't get something like this to function locally. It was hell just getting fighters to self magnetize for the Borg.
thx. great help so far, my com should be able to handle it so ill get back to you once have something!
just a little question about actiontyes - what does travel mean/do?
applyBuffToTargetWithTravel vs. applyBuffToTarget ???
It has a movement speed, you can weapon effect it as well. Things like the ion blast and whatnot are all travel. Applications without travel are instant, where instant equals when your computer gets around to it.
You have to use one with travel for bouncing something back off your target because it's the only one there.
very good to know, thought it meant ic could only use it on targets with the ability to move/travelor at least something like it
I think i have it... its close by any way.. thx for the help tell me if you would like to know about it, don't think my workaround is so demanding.
It shouldn't be demanding, it's just that timing doesn't work out real well on say.. a 3.0ghz Pentium 4. There's too much lag in processing actions. If you're applying a buff and blowing a ship up with it in a tenth of a second, it's just not going to happen that fast on lower end machines. They could be blowing half a second late, or missing the application entirely.
oki doki! well it's not entirely perfect but a nice big effect took care of that!
buy the way is there any way ships can be made to fly out of the gravity well, fooling around with this resaulted in some ships being thrown out there by mistake!
i have this. maybe if you have some ideas?
http://www.youtube.com/watch?v=clCsTwLV8tM
Not bad. I know its not quite what you are looking for, but it still looks cool.
You can't give them move commands beyond the move radius, but yeah, there are lots of ways to get them out there otherwise.
awesome
your 1st karma
Maybe less of a big blue ball so we can see the mayhem better
pretty
harpo
Thx Guys! i'm glad to hear its not a total failure, pretty stisfied my self since this is my first try on modding
and thx again for all the help, (might need it again in the near future)
ill get back to you if it ever gets to become the super weapon i wanted it to be, think i have some good ideas
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