Ok i have managed to get my own fx working in game for my units. However i am having trouble with one particular ability type.
For my Spirit Walker relic unit, I have given him the ability *inspiring_aura*.
Here is my code.
That is the ability itself which appears to be working fine....Code:GameData["area_effect"]["area_effect_information"]["area_type"] = Reference([[type_areaeffect\tp_area_effect_circle.lua]]) GameData["area_effect"]["area_effect_information"]["filter_type"] = Reference([[type_areafilter\tp_area_filter_own.lua]]) GameData["area_effect"]["area_effect_information"]["radius"] = 40.00000 GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_01"] = Reference([[type_armour\tp_infantry_low.lua]]) GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_02"] = Reference([[type_armour\tp_infantry_med.lua]]) GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_03"] = Reference([[type_armour\tp_infantry_high.lua]]) GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_04"] = Reference([[type_armour\tp_infantry_heavy_med.lua]]) GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_05"] = Reference([[type_armour\tp_infantry_heavy_high.lua]]) GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_06"] = Reference([[type_armour\tp_commander.lua]]) GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"] = Reference([[modifiers\max_damage_weapon_modifier.lua]]) GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["application_type"] = Reference([[type_modifierapplicationtype\tp_mod_apply_to_squad.lua]]) GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["value"] = 1.20000 GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"] = Reference([[modifiers\min_damage_weapon_modifier.lua]]) GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"]["application_type"] = Reference([[type_modifierapplicationtype\tp_mod_apply_to_squad.lua]]) GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"]["value"] = 1.20000 GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_03"]["modifier"] = Reference([[modifiers\enable_squad_morale_damage.lua]]) GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_03"]["modifier"]["exclusive"] = true GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_03"]["modifier"]["value"] = -1.00000 GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_04"]["modifier"] = Reference([[modifiers\ability_aura_event.lua]])
Now the part i have set for my fx is
inspiring_spirit_aura_unit.lua is the fx that I am trying to have appear around my units. It is basically a modified version of the eldar fx with similar properties....Code:GameData["area_effect"]["weapon_damage"]["hit_events"]["entry01"]["event"] = "unit_ability_fx/inspiring_spirit_aura_unit" GameData["area_effect"]["weapon_damage"]["hit_events"]["entry02"]["event"] = "unit_ability_fx/inspiring_spirit_aura_unit" GameData["area_effect"]["weapon_damage"]["hit_events"]["entry03"]["event"] = "unit_ability_fx/inspiring_spirit_aura_unit" GameData["area_effect"]["weapon_damage"]["hit_events"]["entry04"]["event"] = "unit_ability_fx/inspiring_spirit_aura_unit"
The thing is, it displays fine in the fx editor pulsating slowly in a loop. I created an event for it in the object editor and exported it using the name seen in the code above.
In game however, the aura seems to stack the fx over and over until it becomes a bright blur, it also stays active even once the aura itself is out of range. I'm obviously doing something wrong here can anyone with better knowledge of this tell me what it is I'm doin wrong. All my other fx are working fine...



