Single Use Ship

Whats involved...

For the Mod I'm currently working on, I would like to modify the Colony Frigate so that it ceases to exist after a colony has been established - basically the Frigate is dismantled and used to setup the colony.

I'm after some advice on how I should go about modifying this ship to achieve this goal.

7,194 views 11 replies
Reply #1 Top

well, it would take a lot of tinkering around, not sure if it can be done, but Here is a list of things you can use to create mods/abilities. you could try to tinker around with the "MakeDead" buffinstantactiontype and see what you c an come up with. if try to give you a more definate answer but i havent slept in around 16 hours and im kinda tired.

 

Reply #2 Top

Thanks for the link, I've already been through it, but have to admit that I didn't see MakeDead, so I'll go back through the list and see what else I overlooked... :/

Still, if you have any further suggestions then I'd love to see them, this is my first venture into the Ability/Buff side of things.

Reply #3 Top

the final atack ability uses the "MakeDead" instantactiontype so you may want to look at that for reference to how it works.

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
    buffInstantActionType "ApplyBuffToTargetNoFilterNoRange"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    buffType "BuffFinalAttackOnTarget"
instantAction
    buffInstantActionType "MakeDead"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
instantAction
    buffInstantActionType "MatchTargetVelocity"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "AllOnDelayInstantActionsDone"

Reply #4 Top

Thanks for that.

Reply #5 Top

Very very interesting StCobalt!!  :)

-T

 

Reply #6 Top

and it works too. made an ability for someone elce using it :p

Reply #7 Top

Quoting StCobalt, reply 6
and it works too. made an ability for someone elce using it

 

:)

-T

 

Reply #8 Top

here is an example of a working "single use ship ability" for a frigate. Here

Reply #9 Top

Quoting StCobalt, reply 8
here is an example of a working "single use ship ability" for a frigate. Here

 

I will have to try it to see, i have dropped it into a copy of techcolony with missiles that i changed from the original projetile weapons. I will let you know.

:)

-Teal

 

Reply #10 Top

Yeah! Cobalt blasted my cap ships into orbit using an awesome combination of missile barrage and make dead (AoE kamikaze attack)! Now Liberation just needs a stat block :)

Reply #11 Top

Thanks for sharing that StCobalt, I'll have a look into what you've done and see if I can use something you've done to get my Buff to work.

At this point I'm not sure if my Buff works or if the Buff call is not firing - in the default Ability AbilityTechFrigateColonize.entity I am linking/calling my new Buff, BuffTechFrigateColonizeComplete, in the line afterColonizeBuffType, which already existed, but was blank ("")

So heres hoping a dig around your example helps...