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Disable an ability

  1. #1
    Member Malarz Betonu's Avatar
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    Disable an ability

    I was wondering how to disable/enable abilities kind of Always On or Toggled. I made something like EMP, but it can attacks both structures and units. The main effects are, disabled production, disabled reinforce, shooting, moving and abilities. But I noticed that I can disable only abilities kind of Timed or Targeted, other- not! Maybe something with modifier_apply_ext?
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  2. #2
    Uh...

    To disable the always on ability, set a requirement_ext? And once something is restricted from that, bam?
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  3. #3
    Member Malarz Betonu's Avatar
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    Uh you didn't understund Maybe I explained it wrong.
    The example:

    Tau HQ has an ability: Kinetic Shield (it's Always On ability)
    My Vindicare Assassin has Electro Disruptor ability which can disable every vehicle and every structure for few seconds in medium area. It can disable production, reinforcing, general combat, moving and casting abilities.
    But if my Assassin do his Disruptor, Kinetic Shield is still online and can't be breaked. The main problem is that I can only DISABLE CASTING ABILITY, but if ability is lready casted, I can't break it ;/

  4. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #4
    Retired Compliance Fairy Gorb's Avatar
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    As far as I am aware, those two ability types can't be disabled without use of SCaR. Toggled abilities have a recharge time (technically), I think, and thus can be affected by ability_recharge_modifier.lua/.rgd.
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  5. #5
    Huh...I'm pretty sure there was a problem in the Dark Angels mod precisely because a passive (always on) ability was getting disrupted, though. Though the ability could be casting the modifiers it uses with a non-zero effect time, which would mean that your problem isn't the inability to disrupt the ability itself but that the modifiers the ability cast before being disrupted are still in play. I'm not sure you can reasonably negate those modifiers even with SCAR, you'd have to get their ID's and I don't know how you would.

    Passive abilities don't need to have non-zero max_lifetime values for the modifiers they apply, if you want it to be possible to disrupt the ability's effect. On the other hand, there really shouldn't be a way to prevent an effect that has a persistent effect, the whole point of a persistent effect is that it persists even after the ability is no longer being cast.

    Then again, I'm not sure that I'm remembering right about it being possible to disrupt a passive ability. There could have been some other reason that the modifiers applied by the ability were failing in a fatal (to a given unit, not to the game or computer) manner. I've no idea about toggled abilities, though I think that shouldn't matter as much since usually a toggled ability has some kind of penalty to make it advantageous to not have it always on.

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