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ravage

Set PlayerSpecialPower's countdown timer in game?

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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?

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			<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.

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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

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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

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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.

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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 by ravage

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