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Your flare/phase dodging ability might work well with the "apply buff to all fighters in gravity well radius" method.
Well, I was thinking of having the fighters themselves deploy the flares, not the carrier... I guess if I hadn't already loaded up a fifth ability on the carrier I could do that...
Also, wouldn't your method also apply the buff apply that to any SC squad made by the carrier, not just a particular type?
Well you still can't use applybufftoself, but once you get the buff on the strikecraft you can essentially use the strikecraft's weapons as the travel effect to get around the fact that squad's cannot use them. Using this method though its hard to ensure just one particular strikecraft has the buff. In my mod I was able to give such a buff to just fighters in the gravity well using the must have energy weapons constraint (the bombers had missiles), but that doesn't really work for Sins factions.
Now that is interesting. What exactly does it do?
1. If its a passive ability you can give it to the squads quite easily, provided you want all strikecraft to have that ability. The problem with active becomes that the squad will need to get the buff via an AoE ability that will probably effect more than just the one squad. Of course with flares that might actually make sense, but it makes it difficult to balance.
2. He's talking about fighters spawned by an ability, not by the carriers natural strikecraft. If a regular strikecraft happened to be near the carrier when it used the ability it would probably get the buff as well, but in general it should work as intended.
Does anyone know where I can find a program that allows me to create and modify mesh files?
Unless you just want to resize something, it doesn't exist. You have to convert it to something else first if you want to edit them (which is not easy). Creating them is easier, you can make a model in any program so long as you can convert it to .xsi somehow. I recommend you read up on myfist's modeling info here.
How do you modify an artifact? Nevermind, I already found it.
I know you can make them but I'm unsure if you need to do anything else to get them to appear in game.
I tried giving a variant of Incendiary shells to the squad, but it didn't work...
The artifact "Data Archive" is a research subject, so I would think that you would be able to modify an artifact and have it appear in-game.
So say you wanted to (I'm using the Empire's Super Star Destroyer from the 7 Deadly Sins Mod) create a super titan that could only be built if you had a few artifacts, let's say two, it woul look like this:
Prerequisite, NumResearchPrerequisites 2 ResearchPrerequisite Subject "RESEARCHSUBJECT_ARTIFACT_SUPERTITAN1" Level 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_ARTIFACT_SUPERTITAN2" Level 1
And work. I think.
Yes that would work. What I'm unsure of is how the game determines what artifacts get randomly distributed. If you wanted to make those custom artifacts then use the galaxy forge to force them to spawn at a specific planet it should work, but I'm unsure how to get them to spawn at random like most artifacts, if that's even possible.
That's because it uses apply buff to self. You have to change it so it gets the buff some other way.
Just converted the DS bins to txts. The "AbilityTargetingScrambler" is an ApplyBuffToTargetsInRadiusWithTravel and obviously doesn't MD on its users. In fact, both of the DS SC abilities are ABTTIRWT's.
Hmm, well then I have no idea how they did it then. Seems you should be asking them.
It doesn't appear to actually do any sort of travel, but rather is just an instant buff to targets.
I was eventually able to do something like what I wanted for the TEC.
That said, I'm wondering if an ApplyOrRemoveBuffToSelf would work for an ability if that buff had a ApplyBuffToTargetsInRadius.. True, the squad has no physical entity, but it is represented by icon when at the macro level, so couldn't it apply the buff to the fighter the SquadPhaseCombat follows?
EDIT: actually, could I just have the thing work backwards from what I just said? Have it ApplyBuffToTargetsInRadius and then have those ApplyOrRemoveBuffToSelf? That way, it's not applying to an incorporeal instance and I think it would still work.
is there any way to have ships spread culture?
Apply buff to targets in radius is what we meant by area of effect abilities, though I fail to see what you would want to do with ApplyOrRemoveBuffToSelf. To create a buff just to apply another buff is completely redundant, since you could just gave that buff the first time.
Do you get a checksum of the mod that is not zero?
I'm creating an ability called "Load Antimatter" that increases the damage of the missiles fired. Since the squad isn't the one that actually deals damage, I figured I would apply it to the fighter itself via an ABTTIA. Since I want the ability to also increase the fragility of the SC (because AM isn't exactly the most inert substance), I was going to have it be a boolean ability like charged missiles. I did end up coding it and the result was the following error:
C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Entity\Interfaces\IBuff.cpp(5136): assert! [_firstSpawner == NULL || CanEntityBeAttached(_firstSpawner)]
Beyond that, the ability doesn't function and the fighter doesn't end up with the damageasdamagedealer or damageasdamagetarget entity modifiers.
Fighters can't have buffs that apply only to self or single targets/planets. The ship to which they are linked can have a buff that applies to them.
Check out the "Heavy Fighters" ability and buff for an example.
is there any way for a ship to spread culture?
Yes, look over the BuffCannonShellPsi.entity for the CultureSpread buff. You would set it up on a ship by having it apply directly to the planet the ship is in.
awesome, thanks . What about culture repel?
Capitalships do this by default, at a rate which can be changed, but the only way you can influence this is with research. I don't think abilities can repel culture.
oh sorry, yeah I meant with an ability
I've been trying to get it to work, but I can't seem to get it right. Here's my code: http://pastebin.com/kYFsZUpL
EDIT: nevermind I fixed it
I'm trying to get this as an ability that can be managed at a squad-by-squad basis. And did you mean fighters can't buff themselves or squads can't buff themselves?
Cool, I was going to post a version from my mod that does this very same thing.
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