Need help with ability - carrier strikes in other gravitywells - SOLVED with twist

Extrapolating another ability from the working ability doesn`t work

UPDATE 3:

So it works now. Carrier can spawn the air wing I need and they will on delay jump to any gravitywell in the current solar system- with any effects i want.

 

From here I wanted to make an ability I call "Tactical Hyper Jump" intended for a heavy cruiser. Figured this would be a simple case of just removing the buff with the create frigate instant action and going straight to the jump effect buffs, but that didn`t work and now what was supposed to be easy is turning into a pain in the ass.

 

UPDATE 2:

WITH LATEST ITERATION: All files appear to be working, but the last instantaction in the final buff doesn`t activate. The the instantaction effect in the same buff plays out, but the teleporttowardstarget doesn`t play out.

 

Original text:

So I`m working on an ability to deploy elite carrier based fighters (createfrigate ability)

that can be deployed anywhere in solar system to perform surgical strikes

The ability works and the first buff works. The other two buffs do not contain any obvious mistakes, but they don`t do what they`re supposed to do.

 

postSpawnBuff in the first buff file doesn`t get applied. Doesn`t contain any gamebreaking mistakes either, so i`m struggling with the solution.

 

Inlcuding all files below:

Ability - file works

TXT

entityType "Ability"

buffInstantActionType "ApplyTargettedBuffToSelfNoRange"

instantActionTriggerType "AlwaysPerform"

buffType "Buff_ING_EliteDefender"

targetFilter

numOwnerships 5

ownership "Enemy"

ownership "Allied"

ownership "Friendly"

ownership "Player"

ownership "NoOwner"

numObjects 3

object "Frigate"

object "CapitalShip"

object "Planet"

numSpaces 1

space "Normal"

numConstraints 1

constraint "WithinCurrentSolarSystem"

effectInfo

effectAttachInfo

attachType ""

smallEffectName ""

mediumEffectName ""

largeEffectName ""

soundID ""

needsToFaceTarget FALSE

canCollideWithTarget FALSE

moveThruTarget FALSE

isUltimateAbility FALSE

maxNumLevels 4

levelSourceType "Intrinsic"

minExperienceLevelRequired

Level:0 0.000000

Level:1 2.000000

Level:2 4.000000

Level:3 6.000000

aiUseTime "Anytime"

aiUseTargetCondition "Any"

isAutoCastAvailable TRUE

isAutoCastOnByDefault FALSE

pickRandomPlanetToExploreForAutoCastTarget FALSE

ignoreNonCombatShipsForAutoCastTarget TRUE

onlyAutoCastWhenDamageTakenExceedsPerc 0.000000

useCostType "AntiMatter"

antiMatterCost

Level:0 40.000000

Level:1 50.000000

Level:2 60.000000

Level:3 70.000000

cooldownTime

Level:0 240.000000

Level:1 240.000000

Level:2 240.000000

Level:3 240.000000

orderAcknowledgementType "ONGENERALORDERISSUED"

researchPrerequisites

NumResearchPrerequisites 0

RequiredFactionNameID ""

RequiredCompletedResearchSubjects 0

nameStringID "IDS_SQUAD_ING_EmpDefender_Name"

descStringID "IDS_SQUAD_ING_EmpDefender_Desc"

hudIcon "HUDICON_ING_FighterEmpDefender"

smallHudIcon "MainViewIcon_ING_EmpDefender"

infoCardIcon ""

 

Buff 1 - works as intended

TXT

entityType "Buff"

onReapplyDuplicateType "PrioritizeNewBuffs"

buffStackingLimitType "ForAllPlayers"

stackingLimit -1

buffExclusivityForAIType "ExclusiveForAllPlayers"

isInterruptable FALSE

isChannelling FALSE

numInstantActions 1

instantAction

buffInstantActionType "CreateFrigate"

instantActionTriggerType "OnDelay"

delayTime 0.500000

frigateType "Frigate_ING_EmpVenator"

numFrigates

Level:0 2.000000

Level:1 4.000000

Level:2 6.000000

Level:3 8.000000

matchOwnerDamageState FALSE

impulse 3500.000000

expiryTime

Level:0 240.000000

Level:1 240.000000

Level:2 240.000000

Level:3 240.000000

spawnFrigateSoundID "EFFECT_DEPLOYCOMBATTURRET"

postSpawnBuff "Buff_ING_EliteDefenderTarget"

numPeriodicActions 0

numOverTimeActions 0

numEntityModifiers 0

numEntityBoolModifiers 0

numFinishConditions 1

finishCondition

finishConditionType "AllOnDelayInstantActionsDone"

 

Buff 2 - no error, but not sure it`s working as intended

TXT

entityType "Buff"

onReapplyDuplicateType "PrioritizeNewBuffs"

buffStackingLimitType "ForAllPlayers"

stackingLimit -1

buffExclusivityForAIType "NotExclusive"

isInterruptable FALSE

isChannelling FALSE

numInstantActions 1

instantAction

buffInstantActionType "ApplyBuffToSelf"

instantActionTriggerType "OnDelay"

delayTime 4.000000

buffType "Buff_ING_EliteDefenderTargetSelf"

effectInfo

effectAttachInfo

attachType ""

smallEffectName ""

mediumEffectName ""

largeEffectName ""

soundID ""

numPeriodicActions 0

numOverTimeActions 0

numEntityModifiers 0

numEntityBoolModifiers 0

numFinishConditions 1

finishCondition

finishConditionType "AllOnDelayInstantActionsDone"

 

Buff 3 - 1st instant action plays out - 2nd doesn`t activate

TXT

TXT

entityType "Buff"

onReapplyDuplicateType "PrioritizeNewBuffs"

buffStackingLimitType "ForAllPlayers"

stackingLimit -1

buffExclusivityForAIType "NotExclusive"

isInterruptable FALSE

isChannelling FALSE

numInstantActions 2

instantAction

buffInstantActionType "PlayAttachedEffect"

instantActionTriggerType "OnDelay"

delayTime 4.000000

effectInfo

effectAttachInfo

attachType "Ability"

abilityIndex 0

smallEffectName "Ability_MicroPhaseJump"

mediumEffectName "Ability_MicroPhaseJump"

largeEffectName "Ability_MicroPhaseJump"

soundID "EFFECT_MICROPHASEJUMP"

instantAction

buffInstantActionType "TeleportTowardsTarget"

instantActionTriggerType "OnDelay"

delayTime 4.000000

teleportStopOffset 5000.00000

numPeriodicActions 0

numOverTimeActions 0

numEntityModifiers 0

numEntityBoolModifiers 0

numFinishConditions 1

finishCondition

finishConditionType "AllOnDelayInstantActionsDone"

10,382 views 2 replies
Reply #1 Top

Note

I can spawn the fighters at the location I want and that would be a kind of solution, but I want them to spawn at the carrier and then apply an effect as they head for target location.

 

Reply #2 Top

What I found out so far:

 

The issue seems to be with the 

BuffInstantAction "TeleportTowardsTarget"

Game just ignores it

 

IF i try to use TeleportTowardsArbitraryTarget then the game reads it and crashes upon activation.

 

BUT

 

If I move the instantaction "TeleportTowardsArbitraryTarget from the final buff up to the same buff with the instantAction "CreateFrigate"- then it works.

Problem is that the carrier then spawns the frigates and then Teleports to the target. Since TeleportTowardsArbitraryTarget doesn`t have a teleport offset like TeleportTowardsTarget, it means the carrier lands inside an object and then has to move free.

 

So right now it seems like "TeleportTowardsArbitraryTarget" works, but is not usefull in my case and that "TeleportTowardsTarget" is what I need, but this one doesn`t worrk.