A question to the "Buff-File" experts.

Hi friends, there is a possibility "Buff" a ship from a certain damage to let fly automatically to the next own starbase or shipyard?

7,968 views 7 replies
Reply #1 Top

Not rationally.  You could do a "jump" in the same system without too much trouble, but it wouldn't be moving to the target, it would be appearing next to it.  The only way to get a ship to actually travel somewhere with a buff is to do a taunt target.

 

If you spawned a neutral invincible object off shipyards/starbases, and set up the taunt off that, you might could get them to return to it, but I don't know if this would work off structures in another orbit, and this is the sort of crazy shit I specialize in so it would take a lot of work to build to start with.  You'll need someone up for a challenge, and I'm too lazy to do it.  I wouldn't expect it to work across orbits, and it's possible a target being invincible would prevent the taunt.

Reply #2 Top

A while ago i created an emergencyjump ability. It is based on the explore ability. So if i used the ability the ship got a bonus to hyperspace charge up rate, hyperspace exit radius and turn rate. The ship jumped to a random connected planet. I think it would be possible to make the ability autocast if the ship is damaged for a certain amount, but i never really tested out what would be possible.

Reply #3 Top

Quoting Madriel, reply 2

A while ago i created an emergencyjump ability. It is based on the explore ability. So if i used the ability the ship got a bonus to hyperspace charge up rate, hyperspace exit radius and turn rate. The ship jumped to a random connected planet. I think it would be possible to make the ability autocast if the ship is damaged for a certain amount, but i never really tested out what would be possible.

That sounds ever quite well. Could you send me the "Ability / Buff file" or post them here?

Reply #4 Top

Again a new question or problem. How do I get in one fell swoop the shields away?

Neither:

Instant Action
buffInstantActionType "DoDamage"
Instant Action Trigger Type "onDelay"
Delay Time 0.000000
damage
Level: 0 10000.000000
Level: 1 10000.000000
Level: 2 10000.000000
Level: 3 10000.000000
damageAffectType "AFFECTS_ONLY_SHIELDS"
Damage type "PHYSICAL"
isDamageShared FALSE

Still:

Instant Action
buffInstantActionType "RestoreShieldPointsPerc"
Instant Action Trigger Type "onDelay"
Delay Time 0.000000
shieldPerc
Level: 0 -1.000000
Level: 1 -1.000000
Level: 2 -1.000000
Level: 3 -1.000000

Remove the shields. Nothing happens. Where is my mistake? Or someone has a better idea?

Reply #5 Top

You can't explore a planet you inhabit, it only works on planets without view.  It's about as far from useful for getting a ship to your own structures as you can get.

 

First example should remove shields, doing 10k damage before mitigation.  If it's not, you've got a different problem with your ability and it's simply not happening.

 

Second example halves shield restore rate, even if it was -99999 it would simply stop regeneration, not remove any points.

Reply #6 Top

Here is the buff i used. The ability simply applies the buff to self, but psychoak is right it wont bring your ships to your starbase. This ability is intended to bring damaged ships fast out of the system before they die. I also used this for a map from stars where all planets are connected with each other.

entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "Explore"
instantActionTriggerType "OnDelay"
delayTime 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 4
entityModifier
    buffEntityModifierType "GravityWellRangeForHyperspace"
    value
        Level:0 -1.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
entityModifier
    buffEntityModifierType "HyperspaceChargeUpRate"
    value
        Level:0 999.999999
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
entityModifier
    buffEntityModifierType "AngularThrust"
    value
        Level:0 50.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
entityModifier
    buffEntityModifierType "LinearMaxSpeed"
    value
        Level:0 100.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
numEntityBoolModifiers 0
numFinishConditions 2
finishCondition
    finishConditionType "EnterHyperspace"
finishCondition
    finishConditionType "OwnerChanged"

 

 

I assume you just copypasted your buff-file here. There are spaces between your words. For example it has to be "delayTime" instead of "delay Time". If you load your mod in the dev.exe instead of the normal game it informs you about something like that.

 

instantAction
buffInstantActionType "DoDamage"
instantActionTriggerType "OnDelay"
delayTime 0.000000
damage
Level: 0 10000.000000
Level: 1 10000.000000
Level: 2 10000.000000
Level: 3 10000.000000
damageAffectType "AFFECTS_ONLY_SHIELDS"
damagetype "PHYSICAL"
isDamageShared FALSE

Reply #7 Top

Thanks Madriel.

Now I am looking for a way to execute a buff, once traveling towards my spaceship in a certain direction at a target. "ApplyBuffToTargetsInDirectionalCone" would have been perfect, but it works not in this way. Does anyone have an idea?

JB