ravage 9 Posted January 8, 2020 I'm trying to set SpecialPower's countdown timer backward in game, with LUA code: ExecuteAction("NAMED_SET_SPECIAL_POWER_COUNTDOWN", self, "SpecialPowerGDI_APCMinefield", 10); it works fine with UnitAbility like APCMinefield, but doesn't affect PlayerSpecialPower like Ioncannon, nuke, etc. i guess it may has something to do with GDIPowerStore and/or PlayerSpellBook so i applied the same codes ---SpecialPower XMLs, and LUA scripts --- to them too, still not working. any ideas? Share this post Link to post
Stygs 25 Posted January 16, 2020 <SpecialPower id="ModuleTag_Curse" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseUpdate" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" TriggerSound="NOD_Redeemer_RageGeneratorMS" CurseFX="FX_TEMPLarge" CurseFactor="1.0"> <AffectObjectFilter Relationship="ENEMIES NEUTRAL" Rule="NONE" Include="SUPER_WEAPON"> </AffectObjectFilter> </CurseSpecialPower> "Curse" is a leftover fom BFME that resets the targets specialpower. "CurseFactor" is the percentage, ie 1.0 sets it back by 100%, 0.5 sets it back to 50% (afaik). Not sure how much it helps by whatever your traying, but it might be usefull. Share this post Link to post
ravage 9 Posted January 17, 2020 22 hours ago, Stygs said: <SpecialPower id="ModuleTag_Curse" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseUpdate" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" TriggerSound="NOD_Redeemer_RageGeneratorMS" CurseFX="FX_TEMPLarge" CurseFactor="1.0"> <AffectObjectFilter Relationship="ENEMIES NEUTRAL" Rule="NONE" Include="SUPER_WEAPON"> </AffectObjectFilter> </CurseSpecialPower> "Curse" is a leftover fom BFME that resets the targets specialpower. "CurseFactor" is the percentage, ie 1.0 sets it back by 100%, 0.5 sets it back to 50% (afaik). Not sure how much it helps by whatever your traying, but it might be usefull. thanks, i'll take a look at this Share this post Link to post
ravage 9 Posted January 17, 2020 23 hours ago, Stygs said: <SpecialPower id="ModuleTag_Curse" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseUpdate" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" TriggerSound="NOD_Redeemer_RageGeneratorMS" CurseFX="FX_TEMPLarge" CurseFactor="1.0"> <AffectObjectFilter Relationship="ENEMIES NEUTRAL" Rule="NONE" Include="SUPER_WEAPON"> </AffectObjectFilter> </CurseSpecialPower> "Curse" is a leftover fom BFME that resets the targets specialpower. "CurseFactor" is the percentage, ie 1.0 sets it back by 100%, 0.5 sets it back to 50% (afaik). Not sure how much it helps by whatever your traying, but it might be usefull. *sigh* still not working on PlayerSpecialPowers, only UnitAbility Share this post Link to post
Madin 10 Posted January 19, 2020 It definitely works on player powers, I have just tested it. This is set up as a 'TargetedSpecialPower' <SpecialPower id="ModuleTag_SpecialPower" SpecialPowerTemplate="SpecialPower_CurseTest" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseSpecialPower" SpecialPowerTemplate="SpecialPower_CurseTest" CurseFX="FX_IronCurtainHit" TriggerFX="FX_Allied_GrandCannonFire" CurseAllPlayerPowers="true" CurseFactor="1.0" UnpackTime="0.1s" PreparationTime="0.1s"> <AffectObjectFilter Rule="ALL" /> </CurseSpecialPower> <SpecialPowerTemplate id="SpecialPower_CurseTest" ReloadTime="3s" RadiusCursorRadius="9999" TargetType="LOCATION" Flags="RESPECT_RECHARGE_TIME_DISCOUNT IGNORE_MAP_EXTENTS" InitiateAtLocationSound="ALL_CenturyBomber_VoiceAttack" WaypointModeTerminal="false"></SpecialPowerTemplate> <LogicCommand Options="NEED_TARGET_POS" Type="SPECIAL_POWER" id="Command_CurseTest"> <SpecialPower>SpecialPower_CurseTest</SpecialPower> </LogicCommand> Now as you can see I tested it to effect everything, and not to target a specific structure. Share this post Link to post
ravage 9 Posted January 20, 2020 (edited) 12 hours ago, Madin said: It definitely works on player powers, I have just tested it. This is set up as a 'TargetedSpecialPower' <SpecialPower id="ModuleTag_SpecialPower" SpecialPowerTemplate="SpecialPower_CurseTest" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseSpecialPower" SpecialPowerTemplate="SpecialPower_CurseTest" CurseFX="FX_IronCurtainHit" TriggerFX="FX_Allied_GrandCannonFire" CurseAllPlayerPowers="true" CurseFactor="1.0" UnpackTime="0.1s" PreparationTime="0.1s"> <AffectObjectFilter Rule="ALL" /> </CurseSpecialPower> <SpecialPowerTemplate id="SpecialPower_CurseTest" ReloadTime="3s" RadiusCursorRadius="9999" TargetType="LOCATION" Flags="RESPECT_RECHARGE_TIME_DISCOUNT IGNORE_MAP_EXTENTS" InitiateAtLocationSound="ALL_CenturyBomber_VoiceAttack" WaypointModeTerminal="false"></SpecialPowerTemplate> <LogicCommand Options="NEED_TARGET_POS" Type="SPECIAL_POWER" id="Command_CurseTest"> <SpecialPower>SpecialPower_CurseTest</SpecialPower> </LogicCommand> Now as you can see I tested it to effect everything, and not to target a specific structure. now it's working! looks like CurseAllPlayerPowers is the key, thanks yet the caster itself cannot be effected, a bit dissatisfied... Edited January 20, 2020 by ravage Share this post Link to post