Creating Abilities problems

Why won't my abilities work? getting there

They all work fine now, there's just one that doesn't work how I want it to. Its based on the AbilityPhaseCloak but was adapted by me to work without no research for a Capital Ship. I wanted it to work so I could cloak a ship and travel around a gravitywell, but it just sits there.

http://pastebin.com/m100cece5 -- Ability

http://pastebin.com/m38127deb -- Buff

I would appreciate it if somebody could please tell me where I have gone wrong with this ability

24,450 views 19 replies
Reply #1 Top

you also NEED to add the new entity file to the entity.manifest for the mod otherwise either ignore OR minidump.

this is an example of the reason I wrote my manifest maker utility that you can download from this thread.

hope it helps

harpo

 

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Reply #2 Top

I see this is probably one of the places where I am going wrong but even with the entity.manifest created by this program the abilities I create fail to work. Thanks anyway, thats 1 problem down, many more to go

Reply #3 Top

What're you trying to do with the abilities?

Post the content of the files at Pastebin and link it here.

 

:fox:

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Reply #5 Top

Nothing really stands out there. Make sure ShowErrors is set to True in your Settings file. You may need to Alt+Tab out and go back in to see what the error is.

 

:fox:

Reply #6 Top

I tried out your ability/buff . added it to the tec capital battle ship and leveled it up to level 5 with no minidumps, it seems to work ok.

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Reply #7 Top

It doesn't seem to work for me using the Tech Capital Ship Siege,

How do I access the settings file?

Reply #8 Top

Same place as the mods folder, just replace 'Mods' with 'Settings'.

 

:fox:

Reply #9 Top

Found it, it was already set to true

Reply #10 Top

Quoting rjhughes67, reply 6
I tried out your ability/buff . added it to the tec capital battle ship and leveled it up to level 5 with no minidumps, it seems to work ok.

What did you do to get it to work? cause everytime I try this ability and any others I make I get a minidump. Can you explain exactly what you did.

As for the show errors thing, its no good at the moment anyway, it goes straight to saved minidump

Reply #11 Top

Got it now, turns out entity.manifest was in the wrong place, just about to test the rest of my abilities

Reply #12 Top

Kool................ :thumbsup:

 

 

Reply #13 Top

They all work fine now, there's just one that doesn't work how I want it to. Its based on the AbilityPhaseCloak but was adapted by me to work without no research for a Capital Ship. I wanted it to work so I could cloak a ship and travel around a gravitywell, but it just sits there.

http://pastebin.com/m100cece5 -- Ability

http://pastebin.com/m38127deb -- Buff

I would appreciate it if somebody could please tell me where I have gone wrong with this ability

Reply #14 Top

Remove the PhaseOut boolean modifier. It disables engines as well.

 

:fox:

Reply #15 Top

Quoting Kitkun, reply 14
Remove the PhaseOut boolean modifier. It disables engines as well.

Not need. Only change "false" on "true" in BuffHideMines. But when you move ship - enemy immediately attack you. But you ship maybe stay as 'scout' too long in enemy system like submarine. . Important ability.

isInterruptable TRUE

isChannelling TRUE

Reply #16 Top

I used a klingon cloak from another thread on this forum and modified it to level up, decreasing in antimatter cost as you level up the ability, it even has the visual effect from the AbilityPhaseCloak.

It allows me to move around undetected in an enemy gravity well and get into position for a suprise assault, or flee using the cloak to the edge where I then use the phase lanes to get away.

Reply #17 Top

:)  very cool!!  Is the link above the one to your ability? do you mind if i use it to play some games?

-Teal

 

Reply #18 Top

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
    buffInstantActionType "PlayPersistantAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Center"
        smallEffectName ""
        largeEffectName ""
        soundID ""
numPeriodicActions 0
numOverTimeActions 1
overTimeAction
    buffOverTimeActionType "DrainAntiMatter"
    drainAntiMatterRate
        Level:0 2.000000
        Level:1 1.000000
        Level:2 0.500000
numEntityModifiers 0
numEntityBoolModifiers 3
entityBoolModifier "DisableWeapons"
entityBoolModifier "CannotBeDamaged"
entityBoolModifier "DisableRegeneration"
numFinishConditions 2
finishCondition
    finishConditionType "AntiMatterDepleted"
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 30.000000
        Level:1 45.000000
        Level:2 60.000000

Reply #19 Top

go ahead and use it if you want, i'm still toying with lots of ideas now i know what i'm doing