Ability help - using armortypes, bypassing shields

and if anybody could tell me how to spawn an entity that goes to a place and activates an ability, that'd be great.

Hey,

Yet again in my modding, I've run into something that I'm really not sure about. I want to make an ability to replace a weapon to free up an emitter and to get it in place so I can eventually replace it with the proper ability (which is really complex, so I'm going to ask that seperately). However, to do it, I need to be able to do damage that ignores shields and is affected by the ship's armortype. Is this possible?

For the final ability, we want to make an ability that spawns an entity that can be attacked and all that (if it were a squad, all the better), and goes to the place the ability is targeted (or the ship, as long as it can be targeted some). If it runs across a ship, it needs to launch an attack and then die (if I can get the above ability working, then that'll be easy, if not, it'll require a bit of creativity and won't be pretty, but can still be done, but I think I've got the creativity ready, so I just need help with the first bit).

Thanks
8,244 views 9 replies
Reply #1 Top
For ignoring shields, what you need to do for a weapon is have something, namely research for a global ignore or a ship-specific passive ability that adds it.

The modifier for the research is "WeaponIgnoresShieldsAdjustment", and you need to include a viable weaponclass with it. This affects ALL weapons of that class, so ALL Beam type weapons or ALL Missile weapons will be affected.

The ability modifier is "ChanceToIgnoreShieldsAsDamageDealer". If you have it passive, always on, and target self then you will have that ship's weapons ignore shields with a percentage you choose. Unfortunately, on the infocard it says phase missiles when referring to blocking certain weapontypes, so it MAY be hardcoded to only affect phase missiles. Or it could just be the game wanting to take an easy way out.
Reply #2 Top
Damn disappearing edit button. For the ability, it may affect all weapons, or as stated above possibly only phase missiles.

And armortype is armortype, and is taken into account whether or not the weapon ignores the shields. If it wasn't taken into account by phase missiles that have penetrated, then everyone Vasari would build Junsurak Sentinels as they spam phase missiles like crazy, and the chance of a successful shield penetration and armortype ignorance is extremely high in that instance. However, armortype is ALWAYS taken into account damage is dealt, period.
Reply #3 Top
what we want is an ability that does damage that ignores sheilds so a direct damage ability not a passive modifying ability
Reply #4 Top
Oh, I forgot those CapitalAbility damage bits. Unfortunately, we may need two different abilities with different damage types, but I think that good target exclusion can make that a non-issue. Thanks, this should make the ability workable. However, does anybody know how to do the second one? I have an idea, but it would make the ability a guaranteed hit, something that would be very bad, and wouldn't make the shot capable of being shot down.
Reply #6 Top
You can use "Affects_Only_Hull", the armor-type damage modifiers should be built-in...
Reply #7 Top
Affects_Only_Hull punches through shields? I could've sworn a reliableish source told me it wouldn't? Grrrr....

BTW, that was a bad link, the right one is this:

WWW Link

Anyway, if anybody has any ideas on how to make the full ability I described work?

Thanks
Reply #8 Top
Damn it! That was the EXACT URL I had! DAMN IT! And I don't think Affects_only_hull penetrates shields, it just goes splat and does nothing on them.
Reply #9 Top
So "Affects_Only_Hull" only works if there are no shields to get in the way, hmmmmm....