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ON_Equip Buffs + ON_Hit Buffs (Listings)

  1. #1
    Member jacko640's Avatar
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    ON_Equip Buffs + ON_Hit Buffs (Listings)

    Hi all

    i made a list of most if not all on_equip buffs and on_hit_buffs which appear on different armors and other items

    hope its handy for some of you guys

    | | };
    | | on_equip_buffs: {
    | | | courage_damage_resist: {
    | | | | $REF: "buffs\equip\courage_damage_resist";
    | | | | amount: 100f;
    | | | | range: 1f;
    | | | };
    | | | max_energy: {
    | | | | $REF: "buffs\equip\max_energy";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    | | | energy_regen: {
    | | | | $REF: "buffs\equip\energy_regen";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    | | | max_health: {
    | | | | $REF: "buffs\equip\max_health";
    | | | | amount: 100f;
    | | | | prefer_squads: false;
    | | | | range: 0f;
    | | | };
    | | | health_regen: {
    | | | | $REF: "buffs\equip\health_regen";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    | | | knockback_chance: {
    | | | | $REF: "buffs\equip\knockback_chance";
    | | | | chance: 0f;
    | | | };
    | | | speed: {
    | | | | $REF: "buffs\equip\speed";
    | | | | amount: 1.1f;
    | | | | range: 0f;
    | | | };
    | | | damage_ranged: {
    | | | | $REF: "buffs\equip\damage_ranged";
    | | | | amount: 1f;
    | | | | range: 0f;
    | | | };
    | | | armor_defence: {
    | | | | $REF: "buffs\equip\armor_defence";
    | | | | amount: 100f;
    | | | | only_on_race: "racebps\space_marines";
    | | | | range: 0f;
    | | | };
    | | | accuracy: {
    | | | | $REF: "buffs\equip\accuracy";
    | | | | amount: 1f;
    | | | | exclude_self: false;
    | | | | range: 0f;
    | | | };
    | | | damage_melee: {
    | | | | $REF: "buffs\equip\damage_melee";
    | | | | amount: 1f;
    | | | | range: 0f;
    | | | };
    | | | melee_skill: {
    | | | | $REF: "buffs\equip\melee_skill";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    | | | damage_modifier_generic: {
    | | | | $REF: "buffs\equip\damage_modifier_generic";
    | | | | amount: 1f;
    | | | | damage_type: "any";
    | | | | range: 0f;
    | | | };
    | | | damage_modifier_generic: {
    | | | | $REF: "buffs\equip\damage_modifier_generic";
    | | | | amount: 1f;
    | | | | damage_type: "range";
    | | | | range: 0f;
    | | | };
    | | | damage_modifier_generic: {
    | | | | $REF: "buffs\equip\damage_modifier_generic";
    | | | | amount: 1f;
    | | | | damage_type: "melee";
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 1f;
    | | | | damage_type: "weapons\weapon_damage\melee";
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 1f;
    | | | | damage_type: "weapons\weapon_damage\explosive";
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 1f;
    | | | | damage_type: "weapons\weapon_damage\flame";
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 1f;
    | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | range: 0f;
    | | | };
    | | | sight_range: {
    | | | | $REF: "buffs\equip\sight_range";
    | | | | amount: 1.1f;
    | | | | range: 0f;
    | | | };
    | | };


    i placed them all on a terminator armor for testing , and it looked "good".

    EDIT: just in case some users have "troubles" editing this in the right place; i am placing here "in case ya want to mod that one" the needed terminator armor file which can be found in gameassets\archives\gameattrib.sga which of course ya need first to decompress to lift out this armor named sm_arm_terminator_armour_armor_of_azariah.rbf, which after conversion with rbfconv is converted into a editable txt file.
    i put down the 1st part of the file also in "listing" format


    -- Made by Corsix's Crude RBF Convertor
    {
    | wargear: {
    | | animation_template: "";
    | | apply_grant_action_to_all_squads: true;
    | | apply_grant_action_to_all_teammates: false;
    | | basic_statistics_strings: {
    | | | statistic: 9057586; -- Terminator Armor
    | | };
    | | bonus_statistics_strings: {
    | | | statistic: 9110919; -- No Level Requirement
    | | | statistic: 9098367; -- +2 to Stamina Combat Discipline
    | | };
    | | can_destroy: true;
    | | defence: 81;
    | | description_strings: {
    | | | description: 9106547; -- Chapter records indicate that this armor was lost some time after the terrible Gothic Campaign, having once been worn by legendary Blood Ravens Chapter Master, Azariah Vidya. Its rediscovery in Subsector Aurelia is regarded by chapter Librarians as a blessing from the Great Father himself.
    | | };
    | | dropped_by: {
    | | | dropped_by: "none";
    | | };
    | | exclusive: false;
    | | force_stance: "dont_care";
    | | fx_actions: {
    | | };
    | | ignore_level_requirement_when_dropping: false;
    | | leader_equip_type: "leader_only";
    | | level: 20;
    | | name: 9057585; -- Armor of Azariah
    | | negative_statistics_strings: {
    | | };
    | | on_equip_buffs: { <<<<<<< BUFFS STARTS HERE
    | | | courage_damage_resist: {
    | | | | $REF: "buffs\equip\courage_damage_resist";
    | | | | amount: 100f;
    | | | | range: 1f;
    | | | };
    | | | max_energy: {

    >>>> code already here can be deleted <<<<<<<
    rest of the on_equip_buffs follows here
    "just be sure every change, syntax wise is
    correct typed or copy pasted"
    >>>> and ends just before the next line <<<<<<<<<<


    | | | sight_range: {
    | | | | $REF: "buffs\equip\sight_range";
    | | | | amount: 1.1f;
    | | | | range: 0f;
    | | | };
    | | }; <<<<<<<< AND ENDS HERE
    | | on_equip_entity_actions: {

    i didnt listed the whole "Armor" here, it takes some space

    P.S be sure not to forget to "edit" out my comments above

    listing of most if not all on_hit_buffs found in simulation\attrib\weapons\weapon\campaign\playable\race_marine\




    | | on_hit_buffs: {
    | | | chance_buffs: {
    | | | | $REF: "buffs\on_hit\chance_buffs";
    | | | | chance: 0.09f;
    | | | | on_hit_buffs: {
    | | | | | wielder_energy: {
    | | | | | | $REF: "buffs\on_hit\wielder_energy";
    | | | | | | amount: 9f;
    | | | | | | exclude_self: false;
    | | | | | | only_self: true;
    | | | | | | range: 46f;
    | | | | | };
    | | | | | heal: {
    | | | | | | $REF: "buffs\on_hit\heal";
    | | | | | | amount: 44f;
    | | | | | | amount_is_percent: false;
    | | | | | | chance: 1f;
    | | | | | | exclude_self: false;
    | | | | | | only_self: true;
    | | | | | | range: 46f;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_holy_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_electricity_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_fire_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "ui\buffs\negative_buff";
    | | | | | | duration: 8f;
    | | | | | | fire_and_forget: false;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_poison_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "ui\grounders\default_powerup_red";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_ice_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | knockback: {
    | | | | | | $REF: "buffs\on_hit\knockback";
    | | | | | | chance: 0.11f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_moving: false;
    | | | | | | only_on_race: "";
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 34f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "vehicle";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 42f;
    | | | | | | chance: 0f;
    | | | | | | damage_type: "weapons\weapon_damage\melee_heavy";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "vehicle";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 43f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "racebps\orks";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 48f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "racebps\eldar";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 15f;
    | | | | | | chance: 0.03f;
    | | | | | | damage_type: "weapons\weapon_damage\explosive";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 3f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 15f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\plasma";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 9f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\melee";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 32f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\plasma"; >>>>>>note by me this works i think only for "plasma" weapons, but feel free to test <<<<<<
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "racebps\tyranids";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 29f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\melee_power_weapons"; >>>>>>note by me this works i think only for "power" weapons, but feel free to test <<<<<<
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 56f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\flame";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 3f;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 21f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | slow: {
    | | | | | | $REF: "buffs\on_hit\slow";
    | | | | | | chance: 1f;
    | | | | | | duration: 6f;
    | | | | | };
    | | | | };
    | | | };
    | | };

    be sure to delete the >>>>> text i added <<<<<<<<



    as a example, a piece of "code" from sm_chainsword_growling_hate , to show the syntax of the on_hit_buffs following next:

    | | name: "[DEV] Growling Hate";
    | | on_hit_actions: {
    | | };
    | | on_hit_actions_self: {
    | | };
    | | on_hit_buffs: {
    | | | chance_buffs: {
    | | | | $REF: "buffs\on_hit\chance_buffs";
    | | | | chance: 0.36f;
    | | | | on_hit_buffs: {
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "ui\buffs\negative_buff";
    | | | | | | duration: 10f;
    | | | | | | fire_and_forget: false;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_holy_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set: {
    | | | | | | $REF: "buffs\on_hit\animator_set";
    | | | | | | action_name: "abilities\common\up_poison_hit";
    | | | | | | duration: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 23f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | duration: 10f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 0f;
    | | | | | };
    | | | | | heal: {
    | | | | | | $REF: "buffs\on_hit\heal";
    | | | | | | amount: 60f;
    | | | | | | amount_is_percent: false;
    | | | | | | chance: 1f;
    | | | | | | exclude_self: false;
    | | | | | | only_self: true;
    | | | | | | range: 7f;
    | | | | | };
    | | | | };
    | | | };
    | | };
    | | on_kill_actions: {




    happy modding
    Last edited by jacko640; 23rd Mar 09 at 5:53 PM.

  2. #2
    Deathtrooper
    Guest
    Awesome post!

  3. #3
    redeye
    Guest
    can you please explain what each mean? for instance, if i want to make my marine move faster, i change:

    | | | speed: {
    | | | | $REF: "buffs\equip\speed";
    | | | | amount: 1.1f; <--- this guy to 1000.0f?
    | | | | range: 0f;
    | | | };

    is that a multiplier or some arbitrary number? a high value means faster or slower?

    what about this one:

    | | | sight_range: {
    | | | | $REF: "buffs\equip\sight_range";
    | | | | amount: 1.1f;
    | | | | range: 0f;
    | | | };

    is this for removing the fog-of-war? again, what is '1.1f' do? if i change it to 1000.0f, would it eliminate the fog-of-war?

    | | | accuracy: {
    | | | | $REF: "buffs\equip\accuracy";
    | | | | amount: 1f;
    | | | | exclude_self: false;
    | | | | range: 0f;
    | | | };

    is the '1f' for percentage? so if i set 600f, that means my accuracy is 600% (good)?

    i find it very confusing when there is a value but no unit or explanation of the value/number.

    thanks

  4. #4
    Member darkelf's Avatar
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    A Temple of Khaine, Norway
    Usually all those are multipliers. So 1.1f means a 10% increase, while 0.5f would be halving the normal value.

    As for the sight_range, increasing the sight distance 1000-fold would in effect remove fog of war, yes.

    Accuracy is the only one I'm not quite sure about. It could be a way of setting your accuracy (1 here means 100%) or multiplying your normal accuracy. The only way to find out is to test/check other pieces for clues.
    "We are the most civilised race in the world. We have more exquisite ways to kill than any other."
    Lord Vraneth the Cruel, master of Har Ganeth
    Formerly DarkelfLord

  5. #5
    Member jacko640's Avatar
    Join Date
    Feb 2009
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    Amsterdam
    well actually some of those numbers are procent
    and some are just numbers, i kept them at 1 to get in game closest to 100 % values, in case of the speed example ya showed that 1.1 is showing as 10 % in game, cant hurt to play with those values a bit around though

    also by "range" it shows mostly in my post 0f , 0f means "self"
    1f means "ranged" it tells so in game if ya look at the stats of ya char then, of the particular item ya "tweaked" with this settings

    in case of the "sight" tweak, if ya press ctrl+~ in game , when starting a map you get a drop down "console" if you type in that console FOW_RevealAll , the fog is toggled "off" FOW_UnRevealALL toggles it on again
    Last edited by jacko640; 2nd Mar 09 at 3:29 PM.

  6. #6
    Yeah, but is that cos it's a 0/1 on/off switch, or a range increment?
    Will range 3 give increased range over range 1 for example?

  7. #7
    Member jacko640's Avatar
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    by range is 0f and 1f, i didnt tried 2f yet, just keep this numbers "low" in case of seeing on screen suddenly weird values like -40000 damage or something similar, showing in red letters

    also as with some posts , this wasnt a "tutorial" about what to change and how and what would happen, that would take the fun of modding away trying a few values your self

  8. #8
    guiyunzi
    Guest
    this could be very useful! thanks a lot!

  9. #9
    JohnyKh
    Guest
    dude, what about bonus_statistics_strings? for ex i wanna make a +3 ranged what should i do then?

  10. #10
    Member jacko640's Avatar
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    those "statistic strings" are to be found in gameassets\locale\english\Dow2.ucs file
    this one statistic: 9098367; -- +2 to Stamina Combat Discipline can be found in there
    i didnt try to edit those yet, so no idea if they are "presets" which cant be changed
    you could try to change the +2 in to +3 then test what happens

  11. #11
    I'm fairly certain (although I have not played with campaign wargear stats) that UCS files never contain data the game would interpret in that way. Simply a list of strings for displaying text. Those stat string entries are probably for display purposes only (more than a little silly the game just doesn't create its own for the purposes of item stats).

  12. #12
    Member darkelf's Avatar
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    Yeah, those numbers reference the ucs file, containing localised strings used to display text in-game (Note: anything after '--' are comments and completely ignored by the game). Not sure exactly where that is set, haven't looked through the wargear files yet.

  13. #13
    redeye
    Guest
    thanks, darkelf.

    i changed the 'amount' for 'sight_range' to 999999 hoping to get rid of the fog-of-war. but it doesn't. it does expand it considerably. it's probably better to use jacko640's console command to disable fog-of-war instead of messing around with this value.

    i also did the same for 'speed.' instead of moving really quick as soon as you command him to another location, he slowly accelerates then runs at a fairly fast speed. it's kinda like the charge special ability.

    i have edited my 'teleport' special so that it doesn't have any cool down -- instant teleportation. so teleportation is actually quicker than tweaking the speed value. unfortunately, i can't seem to enlarge the allowable 'ring.'

    if you set 'damage_modifier_generic' of type 'any' to the value '0,' then you don't take any damages at all. but if you set it to a really high number, you'll die after several hits.

  14. Modding Senior Member  #14
    @OP:
    This one's missing:

    | | | health_regen: {
    | | | | $REF: "buffs\equip\health_regen";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  15. #15
    Martaq
    Guest
    Can anyone help me out iv been trying to find the buff that add damge to a particular race iv been looking through the bolt pistal ork killer rbf file as i know it adds damage to orks but i can only see the knock back buff

    its ok iv found it was looking in the wargear rbf files not weapon rbfs files
    Last edited by Martaq; 22nd Mar 09 at 9:16 AM.

  16. #16
    Member Netrogor's Avatar
    Join Date
    Feb 2009
    Location
    Michigan
    Here's another one ->

    | | | heal: {
    | | | | $REF: "buffs\take_hit\heal";
    | | | | chance: 0.2f;
    | | | | amount: 100f;
    | | | | range: 10f;
    | | | };
    Quote Originally Posted by Bertrand Russel
    Many people would sooner die than think; in fact, they do so.

  17. Modding Senior Member  #17
    Netrogor, this is a buff, you're right, but it's not a "on-equip" buff . We should make a thread for collecting all buffs (on equip, on hit, etc...).

  18. #18
    Martaq
    Guest
    Is there a buff for increase rate of fire or do you just edit cooldown

  19. #19
    Member Netrogor's Avatar
    Join Date
    Feb 2009
    Location
    Michigan
    Yar. It'd be nice to get all of the buffs listed in one local place.
    I put that buff up because of Jacko's initial post, though - thought this thread was for all buffs, since he was mentioning equip buffs in thread title, and on_hit buffs in his post. ^^

    Quote Originally Posted by jacko640
    i made a list of most if not all on_hit buffs

  20. #20
    Mind if I repost this on another forum as a stick to preserve it?

  21. #21
    Martaq
    Guest
    im trying to add +2 strength to a chainsword it doesnt seem to be working can anyone see what im doing wrong

    | | on_equip_squad_actions: {
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: 2;
    | | | | attrib_points_category: "strength";
    | | | };

  22. #22
    im "black boxing" when i equip my modified plasma cannon. can anyone help me with this?
    my file is as follows

    sm_wp1_plasma_cannon_1

    "Well, there are two ways to pass a hurdle. Leaping over - or plowing through." "There needs to be a monster truck option."

  23. #23
    Shaggy your problem comes from
    Code:
     | | | render_model: "art\race_marine\troops_wargear\weapons_ranged\plas ma_cannon_common\plasma_cannon_epic
    Should be epic or common on both of those. If you blackbox is is always a render/model error so look there first
    Brothers of the 4th Dow 2 Mod

    If I charge, charge with me
    If I fall, avenge me
    If I retreat, kill me

  24. #24
    cheers. i'll remember that. thanks heaps

  25. #25
    Member jacko640's Avatar
    Join Date
    Feb 2009
    Location
    Amsterdam
    to clonesa no problem with that ^^

    to netrogor i changed the on_hit buffs to on-equip buffs inside my post, you were right. ^^

    also i made a on_hit_buffs listing

    to copernicus thx for the missing equip buff ^^ i added it in the listing
    Last edited by jacko640; 23rd Mar 09 at 5:55 PM.

  26. #26
    Please sticky this.

    Please try out my DoW II Multiplayer Mod here
    Join the STEAM group to find other players here

  27. #27
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    | | on_equip_squad_actions: {
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_actio n";
    | | | | add_attribute_points: 2;
    | | | | attrib_points_category: "strength";
    | | | };


    @Martaq if you haven't already found out this might help:
    Stamina = health
    Ranged = ranged
    Strength = melee
    Will = energy
    This is my Terminator armour, and yes it is very Over Powered

    -- Made by Corsix's Crude RBF Convertor
    {
    | wargear: {
    | | animation_template: "";
    | | apply_grant_action_to_all_squads: true;
    | | apply_grant_action_to_all_teammates: false;
    | | basic_statistics_strings: {
    | | | statistic: 9039191; -- Tactical Dreadnought Issue
    | | };
    | | bonus_statistics_strings: {
    | | | statistic: 9110919; -- No Level Requirement
    | | | statistic: 9110749; -- Accuracy increased by 20% while under attack
    | | | statistic: 9110745; -- Chance when hit to greatly increase damage for 8 seconds
    | | | statistic: 9110746; -- Chance when hit to be immune to suppression and knockback for 8 seconds
    | | | statistic: 9110789; -- Each killed enemy increases all damage taken by nearby Orks by 15% for 10 seconds
    | | | statistic: 9110954;
    | | };
    | | can_destroy: true;
    | | defence: 124;
    | | description_strings: {
    | | | description: 9110953;
    | | };
    | | dropped_by: {
    | | | dropped_by: "boss";
    | | | dropped_by: "chaff";
    | | | dropped_by: "swarm";
    | | | dropped_by: "mission_reward";
    | | };
    | | exclusive: false;
    | | force_stance: "dont_care";
    | | fx_actions: {
    | | };
    | | ignore_level_requirement_when_dropping: false;
    | | leader_equip_type: "leader_only";
    | | level: 13;
    | | name: 9110932;
    | | negative_statistics_strings: {
    | | };
    | | on_equip_buffs: {
    | | | accuracy: {
    | | | | $REF: "buffs\equip\accuracy";
    | | | | amount: 1.9f;
    | | | | exclude_self: false;
    | | | | range: 0f;
    | | | };
    | | | courage_damage_resist: {
    | | | | $REF: "buffs\equip\courage_damage_resist";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    | | | damage_melee: {
    | | | | $REF: "buffs\equip\damage_melee";
    | | | | amount: 0.19f;
    | | | | range: 0f;
    | | | };
    | | | damage_modifier_generic: {
    | | | | $REF: "buffs\equip\damage_modifier_generic";
    | | | | amount: 0.91f;
    | | | | damage_type: "any";
    | | | | range: 0f;
    | | | };
    | | | damage_ranged: {
    | | | | $REF: "buffs\equip\damage_ranged";
    | | | | amount: 0.19f;
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 0.28f;
    | | | | damage_type: "weapons\weapon_damage\explosive";
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 0.43f;
    | | | | damage_type: "weapons\weapon_damage\flame";
    | | | | range: 0f;
    | | | };
    | | | damage_resist: {
    | | | | $REF: "buffs\equip\damage_resist";
    | | | | amount: 0.35f;
    | | | | damage_type: "weapons\weapon_damage\melee";
    | | | | range: 0f;
    | | | };
    | | | energy_regen: {
    | | | | $REF: "buffs\equip\energy_regen";
    | | | | amount: 6f;
    | | | | range: 0f;
    | | | };
    | | | health_regen: {
    | | | | $REF: "buffs\equip\health_regen";
    | | | | amount: 3.6f;
    | | | | exclude_self: false;
    | | | | range: 0f;
    | | | };
    | | | knockback_chance: {
    | | | | $REF: "buffs\equip\knockback_chance";
    | | | | chance: 0f;
    | | | };
    | | | max_health: {
    | | | | $REF: "buffs\equip\max_health";
    | | | | amount: 259f;
    | | | | prefer_squads: false;
    | | | | range: 0f;
    | | | };
    | | | max_energy: {
    | | | | $REF: "buffs\equip\max_energy";
    | | | | amount: 68f;
    | | | | range: 0f;
    | | | };
    | | | melee_skill: {
    | | | | $REF: "buffs\equip\melee_skill";
    | | | | amount: 13f;
    | | | | range: 0f;
    | | | };
    | | | speed: {
    | | | | $REF: "buffs\equip\speed";
    | | | | amount: 1.09f;
    | | | | range: 0f;
    | | | };
    | | };
    | | on_equip_entity_actions: {
    | | | apply_modifiers_action: {
    | | | | $REF: "actions\ability\apply_modifiers_action";
    | | | | duration: 0f;
    | | | | modifiers: {
    | | | | | damage_weapon_modifier: {
    | | | | | | $REF: "modifiers\damage_weapon_modifier";
    | | | | | | application_type: "apply_to_weapon";
    | | | | | | exclusive: false;
    | | | | | | exclusive_type: "tp_modifier";
    | | | | | | probability_of_applying: 1f;
    | | | | | | target_type_name: "hardpoint_01";
    | | | | | | usage_type: "multiplication";
    | | | | | | value: 1.1f;
    | | | | | };
    | | | | | health_maximum_modifier: {
    | | | | | | $REF: "modifiers\health_maximum_modifier";
    | | | | | | application_type: "apply_to_entity";
    | | | | | | exclusive: false;
    | | | | | | exclusive_type: "tp_modifier";
    | | | | | | probability_of_applying: 1f;
    | | | | | | target_type_name: "";
    | | | | | | usage_type: "multiplication";
    | | | | | | value: 1.25f;
    | | | | | };
    | | | | | skill_melee_modifier: {
    | | | | | | $REF: "modifiers\skill_melee_modifier";
    | | | | | | application_type: "apply_to_entity";
    | | | | | | exclusive: false;
    | | | | | | exclusive_type: "tp_modifier";
    | | | | | | probability_of_applying: 1f;
    | | | | | | target_type_name: "";
    | | | | | | usage_type: "addition";
    | | | | | | value: 5f;
    | | | | | };
    | | | | };
    | | | | permanent: false;
    | | | };
    | | };
    | | on_equip_squad_actions: {
    | | | grant_remove_upgrade: {
    | | | | $REF: "actions\upgrade\grant_remove_upgrade";
    | | | | do: "grant";
    | | | | upgrades: {
    | | | | | upgardes_ref: "upgrade\campaign\race_marine\other\sm_all_ork_purging_medium";
    | | | | };
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: 2;
    | | | | attrib_points_category: "melee";
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: 2;
    | | | | attrib_points_category: "ranged";
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: 2;
    | | | | attrib_points_category: "health";
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: 2;
    | | | | attrib_points_category: "energy";
    | | | };
    | | };
    | | on_grant_entity_actions: {
    | | };
    | | on_grant_player_actions: {
    | | };
    | | on_remove_entity_actions: {
    | | };
    | | on_remove_squad_actions: {
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: -2;
    | | | | attrib_points_category: "melee";
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: -2;
    | | | | attrib_points_category: "ranged";
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: -2;
    | | | | attrib_points_category: "health";
    | | | };
    | | | grant_bonus_attribute_points_action: {
    | | | | $REF: "actions\ability\grant_bonus_attribute_points_action";
    | | | | add_attribute_points: -2;
    | | | | attrib_points_category: "energy";
    | | | };
    | | };
    | | on_take_hit_melee: {
    | | | probability_action: {
    | | | | $REF: "actions\ability\probability_action";
    | | | | probability: 2f;
    | | | | sub_actions: {
    | | | | | animator_set_action: {
    | | | | | | $REF: "actions\ability\animator_set_action";
    | | | | | | action_name: "filter_waaagh_boost_stop";
    | | | | | | delay: 8f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | animator_set_action: {
    | | | | | | $REF: "actions\ability\animator_set_action";
    | | | | | | action_name: "filter_waaagh_boost_start";
    | | | | | | delay: 0f;
    | | | | | | fire_and_forget: true;
    | | | | | };
    | | | | | apply_modifiers_action: {
    | | | | | | $REF: "actions\ability\apply_modifiers_action";
    | | | | | | duration: 8f;
    | | | | | | modifiers: {
    | | | | | | | accuracy_weapon_modifier: {
    | | | | | | | | $REF: "modifiers\accuracy_weapon_modifier";
    | | | | | | | | application_type: "apply_to_weapon";
    | | | | | | | | exclusive: true;
    | | | | | | | | exclusive_type: "holy_fury";
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "hardpoint_01";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 1.2f;
    | | | | | | | };
    | | | | | | | damage_weapon_modifier: {
    | | | | | | | | $REF: "modifiers\damage_weapon_modifier";
    | | | | | | | | application_type: "apply_to_weapon";
    | | | | | | | | exclusive: true;
    | | | | | | | | exclusive_type: "holy_fury";
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "hardpoint_01";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 1.5f;
    | | | | | | | };
    | | | | | | | knockback_chance_ability_modifier: {
    | | | | | | | | $REF: "modifiers\knockback_chance_ability_modifier";
    | | | | | | | | application_type: "apply_to_entity";
    | | | | | | | | exclusive: true;
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 0f;
    | | | | | | | };
    | | | | | | | knockback_chance_weapon_modifier: {
    | | | | | | | | $REF: "modifiers\knockback_chance_weapon_modifier";
    | | | | | | | | application_type: "apply_to_entity";
    | | | | | | | | exclusive: true;
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 0f;
    | | | | | | | };
    | | | | | | | received_courage_damage_squad_modifier: {
    | | | | | | | | $REF: "modifiers\received_courage_damage_squad_modifier";
    | | | | | | | | application_type: "apply_to_squad";
    | | | | | | | | exclusive: true;
    | | | | | | | | exclusive_type: "holy_fury";
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 0f;
    | | | | | | | };
    | | | | | | };
    | | | | | | permanent: false;
    | | | | | };
    | | | | | damage: {
    | | | | | | $REF: "actions\ability\damage";
    | | | | | | application_type: "apply_damage";
    | | | | | | courage_damage: -100f;
    | | | | | | damage: 0f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | death_type: {
    | | | | | | | $REF: "weapons\weapon_death_type";
    | | | | | | | gibbing: 0f;
    | | | | | | | ragdoll: 0f;
    | | | | | | };
    | | | | | | extreme_kills: {
    | | | | | | };
    | | | | | | leveling_weapon_type_damage: "unapplicable";
    | | | | | | morale_damage: 0f;
    | | | | | | percentage: true;
    | | | | | | show_health_kicker: false;
    | | | | | };
    | | | | };
    | | | };
    | | };
    | | on_take_hit_melee_buffs: {
    | | | heal: {
    | | | | $REF: "buffs\take_hit\heal";
    | | | | amount: 18f;
    | | | | chance: 0.11f;
    | | | | range: 0f;
    | | | };
    | | };
    | | on_take_hit_range: {
    | | | probability_action: {
    | | | | $REF: "actions\ability\probability_action";
    | | | | probability: 2f;
    | | | | sub_actions: {
    | | | | | animator_set_action: {
    | | | | | | $REF: "actions\ability\animator_set_action";
    | | | | | | action_name: "";
    | | | | | | delay: 8f;
    | | | | | | fire_and_forget: false;
    | | | | | };
    | | | | | animator_set_action: {
    | | | | | | $REF: "actions\ability\animator_set_action";
    | | | | | | action_name: "";
    | | | | | | delay: 0f;
    | | | | | | fire_and_forget: false;
    | | | | | };
    | | | | | apply_modifiers_action: {
    | | | | | | $REF: "actions\ability\apply_modifiers_action";
    | | | | | | duration: 8f;
    | | | | | | modifiers: {
    | | | | | | | accuracy_weapon_modifier: {
    | | | | | | | | $REF: "modifiers\accuracy_weapon_modifier";
    | | | | | | | | application_type: "apply_to_weapon";
    | | | | | | | | exclusive: true;
    | | | | | | | | exclusive_type: "holy_fury";
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "hardpoint_01";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 1.2f;
    | | | | | | | };
    | | | | | | | damage_weapon_modifier: {
    | | | | | | | | $REF: "modifiers\damage_weapon_modifier";
    | | | | | | | | application_type: "apply_to_weapon";
    | | | | | | | | exclusive: true;
    | | | | | | | | exclusive_type: "holy_fury";
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "hardpoint_01";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 1.5f;
    | | | | | | | };
    | | | | | | | knockback_chance_ability_modifier: {
    | | | | | | | | $REF: "modifiers\knockback_chance_ability_modifier";
    | | | | | | | | application_type: "apply_to_entity";
    | | | | | | | | exclusive: true;
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 0f;
    | | | | | | | };
    | | | | | | | knockback_chance_weapon_modifier: {
    | | | | | | | | $REF: "modifiers\knockback_chance_weapon_modifier";
    | | | | | | | | application_type: "apply_to_entity";
    | | | | | | | | exclusive: true;
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 0f;
    | | | | | | | };
    | | | | | | | received_courage_damage_squad_modifier: {
    | | | | | | | | $REF: "modifiers\received_courage_damage_squad_modifier";
    | | | | | | | | application_type: "apply_to_squad";
    | | | | | | | | exclusive: true;
    | | | | | | | | exclusive_type: "holy_fury";
    | | | | | | | | probability_of_applying: 1f;
    | | | | | | | | target_type_name: "";
    | | | | | | | | usage_type: "multiplication";
    | | | | | | | | value: 0f;
    | | | | | | | };
    | | | | | | };
    | | | | | | permanent: false;
    | | | | | };
    | | | | | damage: {
    | | | | | | $REF: "actions\ability\damage";
    | | | | | | application_type: "apply_damage";
    | | | | | | courage_damage: -100f;
    | | | | | | damage: 0f;
    | | | | | | damage_type: "weapons\weapon_damage\piercing";
    | | | | | | death_type: {
    | | | | | | | $REF: "weapons\weapon_death_type";
    | | | | | | | gibbing: 0f;
    | | | | | | | ragdoll: 0f;
    | | | | | | };
    | | | | | | extreme_kills: {
    | | | | | | };
    | | | | | | leveling_weapon_type_damage: "unapplicable";
    | | | | | | morale_damage: 0f;
    | | | | | | percentage: true;
    | | | | | | show_health_kicker: false;
    | | | | | };
    | | | | };
    | | | };
    | | };
    | | on_take_hit_range_buffs: {
    | | };
    | | online_level_render_models: {
    | | };
    | | override_drop_entity_model: "";
    | | owner_modifiers: {
    | | };
    | | quality: "epic";
    | | race: "racebps\space_marines";
    | | render_models: {
    | | | render_model: "art\race_marine\troops_wargear\armour\terminator_armour_common\terminator_armour_common";
    | | | render_model: "art\race_marine\troops_wargear\armour_items\ter_crusade_eternal\ter_crusade_eternal";
    | | | render_model: "art\race_marine\troops_wargear\armour_items\ter_armour_of_azariah\ter_armour_of_azariah";
    | | };
    | | requirements: {
    | | | required_binary_expr: {
    | | | | $REF: "requirements\required_binary_expr";
    | | | | operation: "or";
    | | | | reason: "usage";
    | | | | requirements_lhs: {
    | | | | | required_squad_type: {
    | | | | | | $REF: "requirements\required_squad_type";
    | | | | | | reason: "usage";
    | | | | | | type_list: {
    | | | | | | | squad_type: "tactical_marine";
    | | | | | | | squad_type: "force_commander";
    | | | | | | };
    | | | | | };
    | | | | };
    | | | | requirements_rhs: {
    | | | | | required_binary_expr: {
    | | | | | | $REF: "requirements\required_binary_expr";
    | | | | | | operation: "or";
    | | | | | | reason: "usage";
    | | | | | | requirements_lhs: {
    | | | | | | | required_squad_type_and_upgrade: {
    | | | | | | | | $REF: "requirements\required_squad_type_and_upgrade";
    | | | | | | | | squad_type: {
    | | | | | | | | | $REF: "requirements\required_squad_type";
    | | | | | | | | | reason: "usage";
    | | | | | | | | | type_list: {
    | | | | | | | | | | squad_type: "assault_marine";
    | | | | | | | | | };
    | | | | | | | | };
    | | | | | | | | squad_upgrade: {
    | | | | | | | | | $REF: "requirements\required_squad_upgrade";
    | | | | | | | | | is_present: true;
    | | | | | | | | | max_completed: 1;
    | | | | | | | | | min_completed: 1;
    | | | | | | | | | only_check_in_progress: false;
    | | | | | | | | | reason: "usage";
    | | | | | | | | | ui_name: 0;
    | | | | | | | | | upgrade_name: "upgrade\campaign\race_marine\attrib_bonuses\sm_asm_str3_terminator_honors";
    | | | | | | | | };
    | | | | | | | };
    | | | | | | };
    | | | | | | requirements_rhs: {
    | | | | | | | required_squad_type_and_upgrade: {
    | | | | | | | | $REF: "requirements\required_squad_type_and_upgrade";
    | | | | | | | | squad_type: {
    | | | | | | | | | $REF: "requirements\required_squad_type";
    | | | | | | | | | reason: "usage";
    | | | | | | | | | type_list: {
    | | | | | | | | | | squad_type: "devastator_marine";
    | | | | | | | | | };
    | | | | | | | | };
    | | | | | | | | squad_upgrade: {
    | | | | | | | | | $REF: "requirements\required_squad_upgrade";
    | | | | | | | | | is_present: true;
    | | | | | | | | | max_completed: 1;
    | | | | | | | | | min_completed: 1;
    | | | | | | | | | only_check_in_progress: false;
    | | | | | | | | | reason: "usage";
    | | | | | | | | | ui_name: 0;
    | | | | | | | | | upgrade_name: "upgrade\campaign\race_marine\attrib_bonuses\sm_dev_sta2_terminator_honors";
    | | | | | | | | };
    | | | | | | | };
    | | | | | | };
    | | | | | };
    | | | | };
    | | | };
    | | | required_leveling: {
    | | | | $REF: "requirements\required_leveling";
    | | | | attrib_points_category: "";
    | | | | attrib_points_threshold: 0;
    | | | | consider_only_discretionary_points: false;
    | | | | level_threshold: 1;
    | | | | reason: "usage";
    | | | };
    | | };
    | | slot: 1;
    | | slot_item_on_equip_squad_actions: {
    | | };
    | | slot_item_on_remove_squad_actions: {
    | | };
    | | speech: {
    | | | $REF: "speech\speech";
    | | | speech_code_3: {
    | | | | $REF: "types\speech\speech_codes";
    | | | | codes: {
    | | | | };
    | | | };
    | | };
    | | squad_wargear_count: 1;
    | | team_colour_override: {
    | | | $REF: "team_colour_override";
    | | | extra: {
    | | | | $REF: "";
    | | | };
    | | | primary: {
    | | | | $REF: "";
    | | | };
    | | | secondary: {
    | | | | $REF: "";
    | | | };
    | | | tint: {
    | | | | $REF: "";
    | | | };
    | | };
    | | terminator_armor: true;
    | | type: "armour";
    | | type_consumable: "none";
    | | ui: {
    | | | decorator_name: "";
    | | | icon_name: "sm_arm_terminator_armour_armor_of_azariah";
    | | };
    | | unique: false;
    | | wargear_tag: "terminator_armour";
    | | weapons: {
    | | };
    | };
    };

  28. Modding Senior Member  #28
    Code:
    armor_defence: {
    | $REF: "buffs\on_hit\armor_defence";
    | amount: 100f;
    | duration: 0f;
    | fire_and_forget: true;
    };
    This one seems to be missing.

  29. #29
    Relic Entertainment coldplay's Avatar
    Join Date
    Sep 2006
    Location
    BC
    So now you guys are gonna do MY job?

    And yeah, some are multipliers, some are percent, some are addition. Just for fun, of course.

    Be advised that the Color Override does not work.

    Also, as you probably realized, all buffs should add text automatically, but increased rate of fire, attribute point changes, etc. all need to be manually entered by hand for the description text to appear accurate.

    So to the person who added +2 Strength (Melee), you need to actually type a string that says "Adds +2 to Strength Attribute" for it to look "right"... don't forget to remove it, too, on unequip!

  30. #30
    Do someone know what the $REF: "buffs\on_hit\slow"; refers to ?
    It must be some kind of script I guess.

    I'd like to find where it's located in order to modify one or create new ones if possible.

  31. Modding Senior Member  #31
    You should be able to find it in dow2.exe . You might want to search your RAM using a hexeditor to see how it is done. I can already tell you that you won't have any success with that in the next time, it's too complicated.

  32. #32
    erf...
    will have to find another way to make what I want then...

    Thanks for the reply

  33. #33
    Member Dodddy's Avatar
    Join Date
    Aug 2009
    Location
    Tasmania, Australia
    | | | courage_damage_resist: {
    | | | | $REF: "buffs\equip\courage_damage_resist";
    | | | | amount: 100f;
    | | | | range: 1f;
    Hi guys just wondering why Jacko had range as 1f for and onequip buff and Chaos Godstone had one
    | | | courage_damage_resist: {
    | | | | $REF: "buffs\equip\courage_damage_resist";
    | | | | amount: 100f;
    | | | | range: 0f;
    | | | };
    And also what exactly does courage_damage_resist do?

  34. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #34
    Retired Compliance Fairy Gorb's Avatar
    Join Date
    Jul 2006
    Location
    In the past
    It makes you more resistant to taking Courage damage. Courage damage is what makes you Suppressed. Every unit has a Courage rating (which isn't displayed on the UI) and if it takes enough Courage damage the unit is Suppressed.

    Don't know about the range question, however.
    I am an Iron Warrior! Iron Within, Iron Without!

  35. #35
    Member Chaos Godstone's Avatar
    Join Date
    Feb 2009
    Location
    Queensbury, West Yorkshire, England, Holy Terra.
    Has it been that long since I posted?

    Just to attempt clarify a little point for new people reading this thread:-

    | | | | range: 0f; would appear to be self effect, whereas

    | | | | range: 1f; and higher, e.g.
    | | | | range: 10f; would appear to be area of effect, so

    | | | courage_damage_resist: {
    | | | | $REF: "buffs\equip\courage_damage_resist";
    | | | | amount: 100f;
    | | | | range: 1f;

    would appear in game as:-
    100% Suppression resistance to all nearby allies

    This means that one could have an item of wargear that effected allies on all buffs that had a range value.

    Been thinking of editing this post for three days now!
    Better late than never?

    Unlike I inferred in my post above,

    | | | | | extra_damage: {
    | | | | | | $REF: "buffs\on_hit\extra_damage";
    | | | | | | amount: 56f;
    | | | | | | chance: 1f;
    | | | | | | damage_type: "weapons\weapon_damage\flame";
    | | | | | | duration: 0f;
    | | | | | | only_on_armour_type: "";
    | | | | | | only_on_race: "";
    | | | | | | range: 3f;
    | | | | | };

    this, from the first post, should appear in game as:-
    56 extra flame weapon damage to target and all nearby enemies

    So enemies not just allies can be affected.
    Last edited by Chaos Godstone; 5th Nov 09 at 11:08 AM.

  36. #36
    Archangel000
    Guest
    godlike post - was tired of looking through the files for different buffs. tyvm++

  37. #37
    I've tried this out and the effect you get is quite impressive. Here is a pick of what you get in SP campaign mode:


  38. Modding Senior Member Dawn of War Senior Member  #38
    Father of Death Croaxleigh's Avatar
    Join Date
    Jun 2006
    Location
    A forgettable little corner of southwestern Kentucky
    I'm going to move this to "How-To's and Tutorials", as it's a reference thread.
    I has a Blurb. And one of those Tweeter things.
    Quote Originally Posted by roflmao
    I'd run with a shotgun to go hijack a private airplane and fly to Belgium. Nothing interesting ever happens in Belgium, so there's definitely no zombie apocalypse there.

  39. #39
    But how to make so buffs of armor will affect whole squad, and not just leader?
    I found a way, but with it Tarkus Squad Troopers (when equipping power armor, not terminator) are without heads (graphically)...

  40. #40
    But how to make so buffs of armor will affect whole squad, and not just leader?
    haven't done any modding in al ong while, but is it possible to create a "new" armour inc the helmet, and have it in the (i can't remember if it would be EBPS or SBPS) only equip if the requirement is met that tarkus is wearing that armour?

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