Is it possible to make a hybrid ability coding wise?

I've run into a bit of a roadblock in my work on Exiles WRath, the COnfederate superweapon (Trinity Class Dreadnought) is supposed to be able to fire a beam that can create a blackhole that sucks in anything nearby. Now in reality, the weapon will be more or less a Cleaning Brilliance on Steroids, what im wondering though, is if i can combine that ability with the magnetize ability from the dunov battlecrusier (for the sucking in part) and amke em cause massive damage (in short, it obliterates everythign within a certain radius and sucks it together), just a note as a balancing factor, this ability has a massive cooldown (10 minutes) plus an insanely high antimatter cost (2500, the trinity has 5000 total, but regens it slowly)

6,510 views 5 replies
Reply #1 Top

Well as far as what your wanting to work, it sounds like a awsome idea... but the only problem i see, is that when you are in game play, you would have to be able to open the Dreadnaught and Dunov combat plates at the same time, unless you have an ungodly accurate and quick click speed, but theroticly it is possible to have you Hybrid Ability.

Reply #2 Top

You can make a buff call another buff to create this effect. Several buffs do this already. You would have your main black hole buff call the sucking in buff. The sucking in buff would check when the black hole buff ends, and then end also.

To see how it's set up, look through your GameInfo Buff files for pairs of Caster/Target or Self/Target buffs. The Caster/Self ones always call the Target ones.

+1 Loading…
Reply #3 Top

Thank you for an interesting lesson, sometimes just reading the forum entries i learn alot. Hope you figure it out, im sorry im not very helpful, but i am a newbie with only about 6 weeks experience in modding, and have learned how to change tweaks in files, but not much else, so i probably wouldn't be much help. But it is interesting to hear your idea and hear how it may be solved. :)  Maybe if I make a mod with a combined ability i can try this and see if i can get it to work. :)

Post back to let us know how everything goes please.  :)

-Teal

 

 

 

Reply #4 Top

I agree with Teal just reading all these different threads..problems and their solutions...really helps when we actually get down to modding!

As in we'll already have a counter for every problem which may arise, leading to better performances, faster learning and more importantly .....more MODS!!!!!

This is also a questionI needed to ask..and I want to thank annatar11..so many times for always being there when we have questions!

BTW Annatar..would you be an administrator or something, to know so much about the game?

Sincerely yours,

Justin

Reply #5 Top

BTW Annatar..would you be an administrator or something, to know so much about the game?

I'm just an old beta tester ;) Through many dozens of bugs and an awesome developers who don't shy away from explaining how things work, I picked up a few things. Even though I haven't released any mods, I spent a good several months after launch figuring out how everything works and fits together which is good not only for mods but for finding bugs. I'm also blessed/cursed with being able to remember all sorts of cra.. stuff. Much like an encyclopedia, only a walking and talking one.

Hope that sufficiently answers your burning question :D

Regarding the compound ability thing, the ones already in the game show off pretty well how one fits into the other and should be pretty easy to follow. As I always recommend, if you're having trouble open your user.setting file and set showErrors to TRUE to get a more detailed error report from a mod crash, including the file and the line in the file that caused it - and feel free to post on the forum if you can't figure it out and I'll try to help.