Assigning multiple hardpoints to abilities

Is this possible

Does anyone know how to assign abilities multiple hard points. What I mean is so that an ability like Guass Blast fires from multiple guns at once when the ability is activated. Like the way weapons fire fom multiple points. It does seem to work with Missle Barrage, but Guass Blast when it activates only ever seems to come from 1 of the points I assigned it to.

Is this even possible?

40,183 views 8 replies
Reply #1 Top

It does seem to work with Missle Barrage, but Guass Blast when it activates only ever seems to come from 1 of the points I assigned it to.

Is this even possible?

The Missile Barrage is only coming from one weapon bank on the Marza.

Reply #2 Top

Hmm I think it is because it only shoots one shot, you can fix this by renaming it to ability-1-4 (which ever doesn't already excist) and then add another effect which uses the new ability index.

Reply #3 Top

The Missile Barrage is only coming from one weapon bank on the Marza.

No, on the Marza there are 22 points assigned to ability-3(Missile Barrage). It may be 1 bank, but essentially it fires 22 times when it is activated as a bank of 22.

Hmm I think it is because it only shoots one shot, you can fix this by renaming it to ability-1-4 (which ever doesn't already excist) and then add another effect which uses the new ability index.

I'm not sure what you mean exactly, but if you you mean shift it from ability-0 to 1,2,3 & 4 that would work, I'd get 4 extra Guass Blasts. Only I don't want to use the rest of the ability slots. I'm trying to make it work like Missile Barrage.

If you mean just assign it to 1 of those ability slots that has more points assigned to it, I have essentially tried that. It will fire from all the points that I have assigned to it but not all at once, only from 1 each time the ability is activated. Which kind of makes it pointless to have any more than 1.

When you say add another effect do you mean create another buff file for it, and I'm not familiar with ability index. Or at least that terminology. Looking at the Guass Blast ability file its seems very similar to the Missile Barrage"s buff file. Do you mean make Another file like the Missile Barrage ability file and then use the Guass Blast ability as a buff for it?

Thanks!

Reply #4 Top

Ah, I was quite inacurate in my post, sorry about that. I am not that experienced with abilities and especielly making my own. I have an idea of how it can be done.

The ability should be changed to ApplyBuffToTarget the first buff should then have an instant action ApplyBuffToLastSpawnerNoFilterNoRange

the 2nd buff then have 2 instant actions with ApplyBuffToLastSpawnerWithTravelNoFilterNoRange where the weaponEffectAttachInfo abilityIndex in the first instantAction is set to the harpoint Abilty-0 and the secound instantAction is set to harpoint Ability-1 and then each instant action uses the DoDamage buff (just reduce the damage to make the total damge the same as before).

I don't have any experience in using the lastspawner part so I am not sure if it would work and I have to go now so  explain it in more detail later on.

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Reply #5 Top

Quoting SuperZERO0, reply 3

The Missile Barrage is only coming from one weapon bank on the Marza.
No, on the Marza there are 22 points assigned to ability-3(Missile Barrage). It may be 1 bank, but essentially it fires 22 times when it is activated as a bank of 22.
Yes I know that it fires in"waves", a total of like 20 or 25 times I can't remember which. But it's still only being fired out of one weapon bank. It's the "Action Count" in the buffMissileBarageFiring that dictates the number of times it is fired. I thought from your original post, that you were looking for the Gauss Blast to come from multiple weapon banks instead of how many times it fires. Now I did create an ability called Frenzy for a PSI Capital Ship. It was meant to be their version of the missile barrage. I changed all of the weapons on the ship to plasma, and the Frenzy ability blast was also to be plasma. The end result when you activated the Frenzy, it fired plasma bursts from every one of it's weapons banks for 28 waves. *At first I only had the front weapon banks listed as plasms weapons, as such, that was the only place the Frenzy fired from. It wasn't until I changed all the weapons to plasma that it fired from all it's weapon's banks.*

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Reply #6 Top

I am trying to get the ability to fire from 4 Gauss cannons (4 hardpoints), that I have assigned to that ability simultainiously. If not simultainiously then as close as possible to it. I'm not trying to get it to fire from all weapons on the ship. Just 4 instead of the usuall 1. You might be on the right track about "Action Count" there PUREVENOM. But Gauss Blast has no buff firing entity file.

I think I might know how to do this now. If I create a new ability set it up with a Buff....firing and Buff....hit file(like how MissileBarrage is setup) and use the original GaussBlast weapon effect data it might just do the trick. I' ll give it a go anyhow.

In anycase thanks PUREVENOM & gruntmaster1 for trying to nut this out with me. +1 karma. If you think of anything else that may help I appreciate your input.

Reply #7 Top

Hmm have you tried to change the burst count in the weaponEffectsDef?

 TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTargetWithTravel"
instantActionTriggerType "AlwaysPerform"
buffType "BuffGaussBlast"
targetFilter
 numOwnerships 1
 ownership "Enemy"
 numObjects 4
 object "CapitalShip"
 object "Frigate"
 object "PlanetModule"
 object "StarBase"
 numSpaces 1
 space "Normal"
 numConstraints 0
range
 Level:0 6500.000000
 Level:1 6500.000000
 Level:2 6500.000000
travelSpeed 4000.000000
hasWeaponEffects TRUE
weaponEffectOriginType "Targetter"
weaponEffectAttachInfo
 attachType "Ability"
 abilityIndex 0   <- the abiltiy index I was talking about.
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
 weaponType "Projectile"
 burstCount 1 <- changed to 4
 burstDelay 0.000000
 muzzleEffectName "CapitalAbility_GaussBlastLaunch"
 muzzleSoundMinRespawnTime 0.100000
 muzzleSounds
  soundCount 1
  sound "WEAPON_GENERICFIRE"
 hitEffectName "CapitalAbility_GaussBlastHit"
 hitHullEffectSounds
  soundCount 1
  sound ""
 hitShieldsEffectSounds
  soundCount 1
  sound ""
 projectileTravelEffectName "CapitalAbility_GaussBlastTravel"
needsToFaceTarget TRUE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
 Level:0 0.000000
 Level:1 2.000000
 Level:2 4.000000
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
 Level:0 75.000000
 Level:1 75.000000
 Level:2 75.000000
cooldownTime
 Level:0 6.000000
 Level:1 6.000000
 Level:2 6.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
 NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_GAUSSBLAST_NAME"
descStringID "IDS_ABILITY_GAUSSBLAST_DESCRIPTION"
hudIcon "HUDICON_ABILITY_GAUSSBLAST"
smallHudIcon "HUDICON_ABILITY_GAUSSBLAST"
infoCardIcon ""

Normally with weapons burstCount defines how many times a single point fires, but it might be diferent with abilities. Here it might be how many times the effect is used (and hopefully change the point each time it is used). 

Reply #8 Top

 

I think I might know how to do this now. If I create a new ability set it up with a Buff....firing and Buff....hit file(like how MissileBarrage is setup) and use the original GaussBlast weapon effect data it might just do the trick.

Yep this worked like a little beauty.

gruntmaster1, yes that would get each gun firing 4 times, but that was'nt what I was looking for. I just wanted the 4 guns firing at the same time. As it turned out I have got them to fire in quick succession 1 straight after the other

here is what I did;

 

This is the "AbilityMissileBarrage" file renamed as "AbilityGaussBarrage"

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffGaussBarrageFiring"                                      << changed Missile to Gauss
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget TRUE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE                                                  << changed from TRUE
maxNumLevels 3                                                            << changed to 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
    Level:0 1.000000                                                << changed from 5 and so on
    Level:1 3.000000
    Level:2 6.000000
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
    Level:0 100.000000                                         << changed from 150 and so on
    Level:1 90.000000
    Level:2 80.000000
cooldownTime
    Level:0 25.000000                                            << changed from 240 and so on
    Level:1 20.000000
    Level:2 15.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_GAUSSBARRAGE_NAME"
descStringID "IDS_ABILITY_GAUSSBARRAGE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_GAUSSBARRAGE"
smallHudIcon "HUDICON_ABILITY_GAUSSBARRAGE"
infoCardIcon ""

This is the "BuffMissileBarrageFiring" file renamed as "AbilityGaussBarrageFiring"
TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE                                               << changed from TRUE
isChannelling TRUE
numInstantActions 0
numPeriodicActions 1
periodicAction
    actionCountType "Finite"
    actionCount
        Level:0 4.000000                            << changed from 25 and so on
        Level:1 4.000000
        Level:2 4.000000
    actionIntervalTime
        Level:0 0.000000                                                   << changed from 1.25
        Level:1 0.000000
        Level:2 0.000000
    buffInstantActionType "ApplyBuffToTargetsInRadiusWithTravel"
    instantActionTriggerType "AlwaysPerform"
    buffType "BuffGaussBarrageHit"                                         << changed from missile
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 4
        object "CapitalShip"
        object "Frigate"
        object "PlanetModule"
        object "StarBase"
        numSpaces 1
        space "Normal"
        numConstraints 0
    range
        Level:0 7000.000000                           << changed from 10000 & so on
        Level:1 7000.000000
        Level:2 7000.000000
    maxTargetCount
        Level:0 1.000000                                << changed from -1 & so on
        Level:1 1.000000
        Level:2 1.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
    travelSpeed 4000.000000                            <<    changed  from 1000
hasWeaponEffects TRUE                                                                    <<
weaponEffectOriginType "Targetter"                                              Deleted intire weapon
weaponEffectAttachInfo                                                                   effects for
    attachType "Ability"
    abilityIndex 0
weaponEffectImpactOffsetType "RandomMesh"                                     missile
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
    weaponType "Projectile"                                                          barrage &
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "CapitalAbility_GaussBlastLaunch"                pasted in
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1                                                                Gauss Blast
        sound "WEAPON_GENERICFIRE"
    hitEffectName "CapitalAbility_GaussBlastHit"
    hitHullEffectSounds                                                                          effects
        soundCount 1
        sound ""
    hitShieldsEffectSounds
        soundCount 1                                                                 
        sound ""                                                                         
    projectileTravelEffectName "CapitalAbility_GaussBlastTravel"       <<
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 2
finishCondition
    finishConditionType "AllPeriodicActionsDone"
finishCondition
    finishConditionType "OwnerChanged"

This is the "BuffMissileBarrrageHit" File renamed as "BuffGaussBarrageHit"
TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit -1
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2                                                 << Deleted the rest from here
instantAction
    buffInstantActionType "DoDamage"                                   & pasted instantActions
    instantActionTriggerType "OnDelay"
    delayTime 0.000000                                                             from "BuffGaussBlast" file
    damage
        Level:0 325.000000
        Level:1 650.000000
        Level:2 975.000000
    damageAffectType "AFFECTS_SHIELDS_AND_HULL"
    damageType "PHYSICAL"
    isDamageShared TRUE
instantAction
    buffInstantActionType "PlayAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Center"
        smallEffectName ""
        largeEffectName ""
        soundID "EFFECT_GAUSSBLAST"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 1
entityModifier
    buffEntityModifierType "LinearMaxSpeed"
    value
        Level:0 -1.000000
        Level:1 -1.000000
        Level:2 -1.000000
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 10.000000
        Level:1 10.000000
        Level:2 10.000000

Thank you for your help again.