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Strange problem with aura fx linked to ability

  1. #1
    Laughing God ShinGouki's Avatar
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    Oct 2004
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    The Webway

    Strange problem with aura fx linked to ability

    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.

    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]])
    That is the ability itself which appears to be working fine....

    Now the part i have set for my fx is

    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"
    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....

    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...

  2. #2
    Was this particular problem ever solved?
    I just ran into it myself.

  3. #3
    Senior Member horusheretic's Avatar
    Join Date
    May 2006
    Location
    United Kingdom
    what is the refresh time of the ability?

    also is the ability set to loop in the fx editor?

    if the fx doesnt loop then it will be reapplied each time the refresh time has passed.
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  4. #4
    I figured out the workaround.
    Often, ability fx stack infinitely if you use the hit_events.
    Instead, use the weapon damage modifier, and link an event through that using the event_manager ext. Tweak max_lifetime, and you'll have a fx that loops not stacks.
    Only problem is if this is a new fx, you'll have to type it in for the event_manager of every unit you want it to affect (or at least the inheritance root files).

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