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Thx for your respond GoaFan77! I know you said that i should be able to link as many aoe effects as i want. For some reason i cant get the effect i am trying to do. If you dont mind pls take a look at this code here:
Commnet: // standard passive Aoe effect ability, launches Buff_A to itselfTXTentityType "Ability"buffInstantActionType "ApplyBuffToSelf"instantActionTriggerType "AlwaysPerform"buffType "Buff_A"effectInfo effectAttachInfo attachType "Center" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 1levelSourceType "FixedLevel0"aiUseTime "Invalid"aiUseTargetCondition "Invalid"isAutoCastAvailable FALSEisAutoCastOnByDefault FALSEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "Passive"researchPrerequisites NumResearchPrerequisites 0 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "IDS_ABILITY_TARGETINGUPLINK_NAME"descStringID "IDS_ABILITY_TARGETINGUPLINK_DESCRIPTION"hudIcon "HUDICON_ABILITY_TARGETINGUPLINK"smallHudIcon "HUDICON_ABILITY_TARGETINGUPLINK"infoCardIcon ""***********************************************
Comment: // Buff_A periodically looking for starbases in the gravity well and puts Buff_B on them if there is one.
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeOldBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "ExclusiveForAllPlayers"isInterruptable FALSEisChannelling FALSEnumInstantActions 0numPeriodicActions 1periodicAction actionCountType "Infinite" actionIntervalTime Level:0 2.500000 Level:1 2.500000 Level:2 2.500000 Level:3 2.500000 buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "AlwaysPerform" buffType "Buff_B" targetFilter numOwnerships 1 ownership "Friendly" numObjects 1 object "StarBase" numSpaces 1 space "Normal" numConstraints 0 range Level:0 80000.000000 Level:1 80000.000000 Level:2 80000.000000 Level:3 80000.000000 maxTargetCount Level:0 -1.000000 Level:1 -1.000000 Level:2 -1.000000 Level:3 -1.000000 effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 1finishCondition finishConditionType "OwnerChanged"
**********************************************************
Comment: // Iff there is a STarBase in range this buff_B should place Buff_C on the planet
// Pls note CannotBeDamaged is there so i can see if Buff_B is actually placed on the Starbase // it is placed on //
// Also pls note that buff C is not placed on the planet whatever i fucking do, this is the point where the code brakes
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeOldBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "ExclusiveForAllPlayers"isInterruptable FALSEisChannelling FALSEnumInstantActions 1instantAction buffInstantActionType "ApplyBuffToLocalOrbitBody" instantActionTriggerType "AlwaysPerform" buffType "Buff_C" targetFilter numOwnerships 4 ownership "Friendly" ownership "AlliedOrEnemy" ownership "Player" ownership "NoOwner" numObjects 1 object "Planet" numSpaces 1 space "Normal" numConstraints 0 effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" mediumEffectName "" largeEffectName "" soundID ""numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 1entityBoolModifier "CannotBeDamaged"numFinishConditions 1finishCondition finishConditionType "OwnerChanged"
**********************************************************************
Comment: // Buff_C renders the planet with a starbase un-colonizable for all
// I know it may not makes sense why i would do that but it is a game play mechanism in my mode
// However the question remains why cant i link these buffs together??????
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeOldBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "ExclusiveForAllPlayers"isInterruptable FALSEisChannelling FALSEnumInstantActions 0numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 1entityBoolModifier "CannotBeColonized"numFinishConditions 1finishCondition finishConditionType "OwnerChanged"
@lordcronos
what entity is casting this ability?
A trader freighter tuned into a dummy helper entity for various tasks. This is why only passive abilities are working on it. I cant create a long enough buff chain which would accomplish the task, to render a planet un-colonizable when a starbase is under construction or when it is already present in the system. The starbase is acts as an orbital command and construction unit, and its constructor is summoned(buffInstantActionType "CreateFrigate") upon the planet is colonized. No other means with a constructore is enter into the game. To avoid the abuse of having multiple sb in the system by scuttling the planet while the sb is under-construction(which construction process temporarily disables every passive ability on board until construction is complete), i am trying to block recolonization of a planet via that dummy helper by anyone until the under or already constructed sb is present in the system. I must mention that sb constructor is unable to leave the system, and after a short while it's "summoning"; it will automaticallybuild itself by (buffInstantActionType "CreateStarBase"), which method is not care for the max SB capacity in a gravity well
I know it sounds tedious, but in any case i should be able to chain buffs in order to manipulate a third entity via a specified second entity(in this case a StarBase).
Are you using the 5th ability slot on the starbase. It might be simpler to add a passive on the starbase that targets friendly planets and makes them uncolonizable while the starbase exists.
Indeed it is, and i did and it worked---- This is why i was so happy to learn that i have a way to keep players in check (no cheating), but unless i make the SB built supper fast(not realistic), the player will have the time to scuttle the planet, recolonize and have a new sb constructor and since i am forcing the constructor to build itself after a short while with (buffInstantActionType"CreateStarBase", which method is not care for the max SB capacity in a gravity well) the gravity well will ending up with more sb then i would allow.
I have found a solution:I. Colonization buff also makes planet un-colonizable for awhile.
II. Hidden 5th SB passive ability makes sure that it is un-colonizable as long as the SB is standing!
Thx for ideas!!!
Hi, I have a simple question. What can you tell me from this debug file messages?
You're using OnDelay in periodics.
Explain please because I do not know what is this.
Instant actions, versus periodic actions.
instantAction buffInstantActionType "PlayPersistantAttachedEffect" instantActionTriggerType "OnDelay" delayTime 2.000000
periodicAction actionCountType "Infinite" actionIntervalTime Level:0 5.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000 buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "AlwaysPerform"
Most instantAction buff functions are set using OnDelay for the trigger, there are various other conditions as well, but for the standard action, OnDelay is the go to method. Periodic's do not use OnDelay, they use AlwaysPerform as the default function.
D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
This error you're getting gobs of says there is a trigger that is supposed to be using AlwaysPerform, and isn't.
Thanks. I will try fix it.
Another question. Can this be correct?
I...dont suppose that anybody would know what happened to all the models that used to be hosted here? https://onedrive.live.com/?cid=4BB4BC0AAC3684C3&id=4BB4BC0AAC3684C3!9343
i seem to have misplaced a few of the hybrid ships i was working on for my O.R.B mod, and need the original ship files in xsi format is why i ask >.<
http://1drv.ms/1yBBpCF try that
Thank you much!
I've been a long time modder at SotYR but have been looking at other mods the last couple months for inspiration and just to see how others tackled common problems and lets be honest to see some cool work done by other mod teams.
The Star Wars: Sins of a Galactic Empire mod uses multiple titan for some factions, cool in and of itself, and the spawning ability is inspired but to achieve that the mod team used a selecting tech path. By that I mean if one titan path is researched the other is no longer researchable. I'm very eager to know how this was done as it solves a significant problem in the SotYR tech paths related to various factions civil wars.
They added two lines to the prereqs with Rebellion.
RequiredFactionNameID ""RequiredCompletedResearchSubjects 0
IIRC, an early plan for Rebellion was that you would start off as one of the 3 races, like in all previous versions of Sins. The choice to become a loyalist or rebel faction was to have been determined, later on in a game, by research which ultimately would have lead to unlocking your faction's titan. SoGE's titan techs appear to be using this "loyalist/rebel" faction switch, hence why you can research one titan or the other, but not both.
The faction switch via research could work well for SoTYR as it could offer the player a choice as to which path on the "crossroads" to take.
Always a good thing to try and do now and again. That said, keeping up with this topic is also a great way to learn things, since I'm pretty sure we've discussed the change faction mechanic used for exclusive research here before.
This is correct. Quite a few cool things certain mods do actually take advantage of obsolete code that is no longer used by the game, yet is still present and works well enough.
Thanks Psychoak,
I see what was used in the .entity research files, but I'm still sorting out the exact details of the fork in the road tech and the necessary additions after that choice to ensure the linkages are valid. Specifically "Large Project Resourcing" is common to all factions but seems to be missing from the various GameInfo folders. I haven't exhausted every possibility yet and it may just come down to trail and error vice seeing a known good and replicating that pattern for my own purposes.
Having a quick scan of SoGE, RESEARCH_DESIGNS_5_LARGEPROJECTRESOURCING (Large Project Resourcing) is a prereq for RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING & RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING2 both of which do researchModifier -> modifierType "SetFaction" to IDS_PLAYERFACTIONNAME_NEUTRAL & IDS_PLAYERFACTIONNAME_LOYALIST respectively. However both these techs also have a prereq of RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NONE", so (as I understand it) if you research one you're no longer "IDS_PLAYERFACTIONNAME_NONE" hence you can't research the other.
Forks in SoGE, as previously stated, work via the depreciated faction mechanic. It must be noted that in this case a "faction" is merely a string entry; in SoGE's these are all empty strings. All races start as being part of the "IDS_PLAYERFACTIONNAME_NONE". Eventually, the fork comes up, there are two techs, both require the race to be part of the NONE faction via the following line:
Both of these techs then change the player's faction, which effectively locks the race from the other research item, like so:
Sorry for not responding earlier; been busy for the past couple of days. If this still isn't clear, let me know. The entity file in question is called RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING.entity and can be seen in this pastebin for reference.
Lavo_2 thanks. I'll consult with TobiWahn and see how intrusive this might be to implement.
Also, do recall that races can start with different faction strings; it's purely in SoGE's case that this did not matter. Normally, these strings can be seen in the diplomacy window, at the bottom of the race relations modifier window.
It's also a pain to do with more than one "Choice". Which faction you are, which titan you get are fine, but its a lot of work to start making branching choices.
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