Does Anyone Know How To Self Destruct A Planet After Countdown?

Hi,

          I have an idea for a Sudden Death Mini Mod That will play like Speed Chess, with the players HomeWorlds self-detonating

after about 30 minutes. I thought i would lower the costs on items to allow for quicker access, but it would give the battles only a certain period of time. If there were no clear winner after 30 minutes each HomeWorld would detonate ending the game in a draw.

But i have tried damageovertimeaura, as well as domination and timedcharges in an attempt to get the planets to self detonate, by changing out the "enemy" tag for numowner and replacing it with "friendly" but of course the ondelay time will not accept my 1800 second entry. It crashes on anything but 0 and even at 0, the changes crash unless i return the numowner value to "enemy". So at this point i am running out of ideas. Perhaps just tired. Anyway, if anyone can come up with a way to self-destruct a planet after a xx countdown i would of course give you credit and release it in your name, since really it wouldnt have been me that did it, but just had the idea for it. Anyway, thank you for listening, hope it sounds interesting, instead of just weird, haha, boy i am tired, that was not even funny. Anyway, keep gaming and keep modding!!

Thanks and take care,

-Teal

 

15,568 views 18 replies
Reply #1 Top

i don't suppose you could build an indestructable tec-like novalith-like cannon-like structure for each side or two for a neutral side and have them shoot at the homeworld when the timer is up, i mean that is just a thought have no idea if it will work

Reply #2 Top

Quoting Szadowsz, reply 1
i don't suppose you could build an indestructable tec-like novalith-like cannon-like structure for each side or two for a neutral side and have them shoot at the homeworld when the timer is up, i mean that is just a thought have no idea if it will work

 

DUDE thats EXACTLY what I'm doing on my capture the flag mod!!!!

A "cleaner" method of doing a selfdetruct is the optino about to be added (possibly) to the DOME mod. In the sense that, you have the countdown timer at the start of game for 10 minutes..

Then game starts and plays out the way duels play out! NOW if after 40 minutes no sides have won, an ability triggers on both homeworlds (on delay of 40 minutes) that causes -10 health to the planet per sec! So on DA means 250 secs worth of time left to battle!! IF no one has won after that, game is DRAW!

 

Hope it helped!

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Reply #3 Top

:)  Hmmmm... looks like i had your idea Shadow, sorry about that!!  I will just download your dome mod and play that!! :)

As to timers, the novaliths and even your "cleaner" method sound useable, but i dont know how you are making them work. It is the "Timer" function i am trying to figure out. I had an idea last night, but only half remember now, ahhh... creating the Dominate with planet for friendly selected, and having it cost 1000 antimatter and putting it into say a frigatefactory2 (copy of frigfact) in the player file and having the frigfact taking 1800 seconds to build!!   :)  so the frigfact (real) is useable and the game playable while the frigfact2 is building for 30 min. When it does finish building, of course the Dom with friendly planet selected activates, killing the planet. End of game!  Hmmmm...

Be back, have to try this and see if it works for real as well as my guess it will, there may be something im missing, i thought the other tries would work too, but they didn't.

-Teal

 

Reply #4 Top

Got it!!   :)   The method i explained above did NOT work!!  But something occurred to me while looking at the touchup on another file. And it is very straightforward, and very simple.   :)  And i am very very happy!!!  :)

I hope this QuickMatch Mini-Mod isn't too much like your DomeMod Justin, im not very much for online play, im not very good at it. But i thought it might be interesting to have a timed single player game i could use without having to make custom maps for it. And this does it.

I am still working on other parts of it, i want to create some abilities for launching frigates from the caps, and those frigates to launch support frigates as well, so you can get capitalships and when in battle they will launch their frigates, until you have a mini-fleet when you meet the enemy!

This mini isn't as well done as yours, nor is it as ambitious, it doesnt do too much except allow lower cost access and mini-fleets and timed games. But i hope you will try it and let me know. I still have a few more days to finish the abilities to launch the frigates, but the hard part, the "Timed" thingy is done. Boy oh boy was i sweating with that, haha, i thought maybe i was barking up the wrong tree. I would have thought it couldnt be done, except you already did. Then i thought, well, maybe it cant be done by me!  Haha, well.... that never helps when i'm trying to do something!!  :)

Anyway, give me a few days and i will post it. Like i said its only a little mini-mod, not terribly sophisticated, but i thought it would be fun to do, and play, haha, i have as much fun poking around the files as i do playing.  :)

Take care and have a good night, work tomorrow, so to bed for me now. Adios and Happy Modding!!!

-Teal

 

Reply #5 Top

Take care Teal!

And dont worry if ever oyu need any help in "cleaning up" unecessary abilities or making some abilities more effective...I'm just  a PM (or forum post) away!

Good night man! see you around (tomorrow ;))

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Reply #6 Top

:)  okie

-Teal

You know what i did for the "Timer"?  :)   You know the planet.entity file? say planetTerranHome.entity?

There is a line where each stage raises the health and population of the planet?

Last one says like :

        stage
            price
                credits 650.000000
                metal 200.000000
                crystal 175.000000
            upgradeTime 75.000000
            maxHealth 12000.000000

and change it to look like this ---->

        stage
            price
                credits 650.000000
                metal 200.000000
                crystal 175.000000
            upgradeTime 1800.000000
            maxHealth 0.000000

 

The upgrade is 1800 seconds or 30 minutes, when that is up the maxHealth of the planet goes from the 9000 of the previous upgrade to the 0 of the present, and the planet dies at 0 health.  :)  And we get the game over screen!! Yay!! So this acts as the "Timer"  :)

It this awesome or what?  :)  Haha... anyway im going to finish the abilities and then post this, probably in a few days. And as to posting how to do things like this in public, i was beginning to think of myself as a modder, and you know... I like thought "oh its nice to have my name on stuff..." Anyway, that is way to much the way i DONT want to think. Everyone here has always been awesome when i ask questions about how to do stuff. So i thought to heck with my name on stuff, just do it and then show other people how to do it.  :)   it was my turn to give back so other people can use this in their projects. Anyway, thats just my two cents.  :)

After this mini-mod i dont have any ideas, yet... haha, i'm sure something will come into my head, and then i can try something new in another mini.  :)  Happy Modding and talk to you soon!!

-Teal

 

Reply #7 Top

ONE ISSUE THOUGH!!!!

You will need to manually trigger it since its a planet research! It wont just auto research itself!

Secondly..get rid of the cost for upgrade or people will have to pay to lose...

So that means telling both players at start of game to activate it at same time! Thats why I have the -1hp per sec countdown timer method! Cus itll start the game loads! So fair to both and impossible to cheat!

 

Hope it helps!

Reply #8 Top

:)   No!!!  :)  haha, this isnt research, its the planet.entity, it loads when the game loads, set to whatever value you have in the changed planet.entity file. And yes, the cost could be zero, but most planet upgrades, oh.... i see... yes... you are right... it does need to be researched.  Hmmmm..... unless i load the First value with the 1800 second delay and have a default health, say the 9000 again since it will change on finish.  Let me try this, thank you...  :)

-Teal

 

Reply #9 Top

NP at all!

Reply #10 Top

it bypasses the first entry when it is zero, either that or die i suppose, hmmm.... this "timer" thingy is a bit thorny pain in the neck, haha, well... i guess i have to go back and try another tactic.  :)  I thought it was automatic, i suppose for single player games it could be okie, but still, it would be very nice if it was "automatic" as you say. 

-Teal

 

Reply #11 Top

Still haven't figured out the "Timer" thingy.  i will have to just sit and look at files, you said abilities?  Look at abilities then for a little while and see if i can see what you mean.  Auto-start and fair to both sides without cheating is best. Give me a bit and i'll see if i can figure it out.

Thanks and take care,

-Teal

 

Reply #12 Top

HERES THE TIMER FILES!

ABILITY:

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffHyperspaceDisruptionSpawnerTHEDOME"
effectInfo
 effectAttachInfo
  attachType "Invalid"
 smallEffectName ""
 largeEffectName ""
 soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "Intrinsic"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
 NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_HYPERSPACEDISRUPTION_NAME"
descStringID "IDS_ABILITY_HYPERSPACEDISRUPTION_DESCRIPTION"
hudIcon "HUDICON_ABILITY_HYPERSPACEDISRUPTION"
smallHudIcon "HUDICON_ABILITY_HYPERSPACEDISRUPTION"
infoCardIcon ""

BUFF 1:

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable TRUE
isChannelling TRUE
numInstantActions 4
instantAction
 buffInstantActionType "PlayPersistantAttachedEffect"
 instantActionTriggerType "OnDelay"
 delayTime 297.0
 effectInfo
  effectAttachInfo
   attachType "Above"
  smallEffectName "Buff_SabotageAntiMatter"
  largeEffectName "Buff_SabotageAntiMatter"
  soundID "EFFECT_BUZZER"
instantAction
 buffInstantActionType "PlayPersistantAttachedEffect"
 instantActionTriggerType "OnDelay"
 delayTime 597.0
 effectInfo
  effectAttachInfo
   attachType "Above"
  smallEffectName "Buff_SabotageAntiMatter"
  largeEffectName "Buff_SabotageAntiMatter"
  soundID "EFFECT_BLONG"
instantAction
 buffInstantActionType "ApplyBuffToSelf"
 instantActionTriggerType "OnDelay"
 delayTime 0.0000
 buffType "BuffNanoHullRepairActionCountdown"
 effectInfo
  effectAttachInfo
   attachType "Invalid"
  smallEffectName ""
  largeEffectName ""
  soundID ""
instantAction
 buffInstantActionType "DoDamage"
 instantActionTriggerType "OnDelay"
 delayTime 600.000000
 damage
  Level:0 1800.000000
  Level:1 250.000000
  Level:2 375.000000
 damageAffectType "AFFECTS_SHIELDS_AND_HULL"
 damageType "ENERGY"
 isDamageShared FALSE
numPeriodicActions 1
periodicAction
 actionCountType "Infinite"
 actionIntervalTime
  Level:0 -1.000000
  Level:1 -1.000000
  Level:2 -1.000000
 buffInstantActionType "ApplyBuffToTargetsInRadius"
 instantActionTriggerType "AlwaysPerform"
 buffType "BuffHyperspaceDisruptionTargetTHEDOME"
 targetFilter
  numOwnerships 2
  ownership "Enemy"
  ownership "Friendly"
  numObjects 2
  object "CapitalShip"
  object "Frigate"
  numConstraints 0
 range
  Level:0 42000.000000
  Level:1 0.000000
  Level:2 0.000000
 maxTargetCount
  Level:0 -1.000000
  Level:1 -1.000000
  Level:2 -1.000000
 effectInfo
  effectAttachInfo
   attachType "Invalid"
  smallEffectName ""
  largeEffectName ""
  soundID ""
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "AllOnDelayInstantActionsDone"

Buff 2:

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusivePerPlayer"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "DisablePhaseJump"
numFinishConditions 3
finishCondition
 finishConditionType "FirstSpawnerNoLongerHasBuff"
 buffTypeToQuery "BuffHyperspaceDisruptionSpawnerTHEDOME"
finishCondition
 finishConditionType "OutOfRange"
finishCondition
 finishConditionType "OwnerChanged"

 

Here you go! this is the timer! 600 sec start for all the MOMENT THE GAME STARTS meaning both teams get EXACTLY SAME TIME and since both abilities blow up at same time....Both players have equal circumstances to play with (no phase jump)!

So use this as base if you want for your planet blow up ability (I'd LOVE to see how you would do it..as I would copy you ASAP ;) LOOOL)

 

Glad to see youre still with us Teal!

Reply #13 Top

:)  Justin You Are Just AMAZING!!!!!    :)   THank You!!!!   I'm gonna try it and let you know, haha, but now i feel guilty because you told me and i didnt figure it out.  But i guess im getting a big head, i love to try all this stuff, haha, but im still still still learning!!!   :)   :)

Anyway!!  Anytime you want help just holler, okie?    :)

I'll let you know what happens.   :)

BooM!!! 

Haha,

Well... a little early, let me put the files together first.  :)

-Teal

 

Reply #14 Top

Go get 'em Teal!!!

Reply #15 Top

Teal I made a self destructer! I cna easily send it to you if need be!

Reply #16 Top

:)  Justin, You Are GREAT!!!!   :)  Haha, you try it first though, okie?  And then i can try it!!  :)   Yes!!  haha, you really really really did a wonderful job!!!  Congratulations!!!  :)   You really really did a Great Job on this!!!

Go Get 'Em Justin!!!     :)

-Teal

p.s.  This new SURVIVAL!  Sounds way cool!!!  I have to try this one too!!!

 

Reply #17 Top

well its not out yet..its in state of "idea" for now!

thats why its on forum...or else I'd be right at it +_+

Reply #18 Top

:) Still sounds cool to me.  :)

-Teal