Negative force not working, help please?

trying to add "sucking" power to Mass Disorientation.

This is the code I have, thought it should work; but I'm not as clever as I thought I was. So could I please get some help on this? I think it might have to do with the "ApplyForceFromSpawner" action type idk. Or maybe 'cause the engines are disabled any type of motion is disabled? (that isn't the random motion, which I took out.)

 

 

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
 buffInstantActionType "ApplyForceFromSpawner"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 force -280000
instantAction
 buffInstantActionType "PlayPersistantAttachedEffect"
 instantActionTriggerType "OnDelay"
 delayTime 0.000001
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Ability_MassDistortion-Buff"
  largeEffectName "Ability_MassDistortion-Buff"
  soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 3
entityModifier
 buffEntityModifierType "WeaponCooldown"
 value
  Level:0 0.250000
  Level:1 0.250000
  Level:2 0.000000
entityModifier
 buffEntityModifierType "LinearMaxSpeed"
 value
  Level:0 0.150000
  Level:1 0.250000
  Level:2 0.000000
entityModifier
 buffEntityModifierType "LinearThrust"
 value
  Level:0 0.150000
  Level:1 0.250000
  Level:2 0.000000
numEntityBoolModifiers 2
entityBoolModifier "DisableLinearEngines"
entityBoolModifier "DisableAngularEngines"
numFinishConditions 3
finishCondition
 finishConditionType "FirstSpawnerNoLongerHasBuff"
 buffTypeToQuery "BuffMassDisorientationSelf"
finishCondition
 finishConditionType "OutOfRange"
finishCondition
 finishConditionType "OwnerChanged"

6,207 views 10 replies
Reply #1 Top

Major props to anyone who can give me a hand with this!

Reply #2 Top

first, are your finish conditions correct?

Are you SURE the buff is STAYING on the tagert?

 

 

Also, although I have heard rumors of negitive force working, I am not convinced that sins will accept a negitive force.

If I were you, I'd set the force to positive, and see if anything hapens. If the buff works, then switch the force to negitive, and it doesn't work again. You can be sure that sins doesn't accept negitive forces.

 

Also, you might want to be sure that the force is enough.

 

Lastly, why do you decrease the linear max thrust, then just dissable it alltogehter? Why not clean up your file a little bit (and remove variables) and remove "LinearMaxSpeed" and "LinearThrust"

Reply #3 Top

thanks for the advice, negative force works, or at least it has for me before; but that was with reg. old sins. I thought the finish conditions were ok; its the same as the original file, should I change them when the ability goes off, all the other functions of it work, just not the kirby part.

The force should be enough, positive force didn't work either, tried that earlier which is why I think that the entityboolmodifiers might be messing things up.

lol, sorry about that I had wanted to change the file to suck ships toward the SB and then disable the engines. I didn't really upload what I was working with at the time as I took those out eventually too... but its close enough 'cause nothing is working. Positive force, negative force, impulse, etc. I think I'll take a look at the iconus g. buff that pushes enemy ships; seems like a good place to find answers.

Reply #4 Top

You said that you havn't changed the finish conditions.

is this finish condition still valid?

 

finishConditionType "FirstSpawnerNoLongerHasBuff"
 buffTypeToQuery "BuffMassDisorientationSelf"

Reply #5 Top

yeah, those finish conditions worked fine. Here's what I got so far (it works, but I'm going to keep messing around with it until I'm satisfied or forget about it.)

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
 buffInstantActionType "InitializeMovementTowardSpawner"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 minLinearSpeed 100.0
 maxLinearSpeed 100.0
instantAction
 buffInstantActionType "PlayPersistantAttachedEffect"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Ability_MassDistortion-Buff"
  largeEffectName "Ability_MassDistortion-Buff"
  soundID ""
instantAction
 buffInstantActionType "ResetPhysicsState"
 instantActionTriggerType "OnBuffFinish"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 1
entityModifier
 buffEntityModifierType "WeaponCooldown"
 value
  Level:0 0.250000
  Level:1 0.250000
  Level:2 0.000000
numEntityBoolModifiers 2
entityBoolModifier "DisableLinearEngines"
entityBoolModifier "DisableAngularEngines"
numFinishConditions 2
finishCondition
 finishConditionType "FirstSpawnerNoLongerHasBuff"
 buffTypeToQuery "BuffMassDisorientationSelf"
finishCondition
 finishConditionType "OwnerChanged"

Reply #6 Top

Interesting,

 

I have never seen this line before

"InitializeMovementTowardSpawner"

How did you find it?

Reply #7 Top

Well, I smoked (quite,) a bit first. You'd be amazed at what you can come up with when the mind wanders. But on second thought, you'd better include the

finishCondition "OutOfRange" 'cause it may maaayyyy just create a mini-dump otherwise. lol. The mind wandering isn't always a good thing I guess.

 

I guess I'd better add this to the list of shtuff they've got on the lists... kinda missing isn't it? Oh well.

Reply #8 Top

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Reply #9 Top

Does it work for base Sins or just Entrenchment? I'd love to do a tractor beam sort of thing.

Reply #10 Top

yeah, it works with the base sins.