For anyone who wants to make a tractor beam

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE                                                    ///this ability would be a little less OP if set to "TRUE"

numInstantActions 5

instantAction
    buffInstantActionType "InitializeRandomMotion"        ///Just for laughs
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    minRandomAngularSpeed 0.150
    maxRandomAngularSpeed 0.500
    minRandomLinearSpeed 2.0
    maxRandomLinearSpeed 5.0
instantAction
    buffInstantActionType "PlayPersistantAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Above"
        smallEffectName "CapitalBuff_IonDisableSmall"
        largeEffectName "CapitalBuff_IonDisableLarge"
        soundID ""
instantAction
    buffInstantActionType "DoInterrupt"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
instantAction
    buffInstantActionType "InitializeMovementTowardLastSpawner"        ///this is what pulls,
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    minLinearSpeed 500.0
    maxLinearSpeed 500.0
instantAction
    buffInstantActionType "ResetPhysicsState"                            ///take this out if you want the movement to continue
    instantActionTriggerType "OnBuffFinish"                                ///If taken out, the target will be "flung"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 8
entityBoolModifier "DisableAbilities"
entityBoolModifier "DisableConstruction"
entityBoolModifier "DisableModuleFunctionality"
entityBoolModifier "DisablePhaseJump"
entityBoolModifier "DisableLinearEngines"
entityBoolModifier "DisableAngularEngines"
entityBoolModifier "DisableRegeneration"
entityBoolModifier "DisableWeapons"
numFinishConditions 2
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 5.000000
        Level:1 7.000000
        Level:2 10.000000
finishCondition
    finishConditionType "OwnerChanged"

4,019 views 4 replies
Reply #1 Top

Interesting... We probably could use this. Thank You

Reply #2 Top

I  made something like this awhile back.

 

Problem is (at least the way I did it) The movement of the target wouldn't change if the spawner changed positions.

To fix that, make the buff have a stacking limit of 1, and make its application into a periodic buff.

Reply #3 Top

yes indeed thank you :fuzzy:

Reply #4 Top

:)  Very very nice Anteachtaire, very very nice.  :)  Here's the "tugboat" you were talking about. Very very nice. :)

-Teal