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-   -   Moding a Goneberserk Unit.. (http://forum.shrapnelgames.com/showthread.php?t=45627)

Burnsaber May 18th, 2010 06:54 AM

Re: Moding a Goneberserk Unit..
 
This thread is mostly on the right track about the issue. Autoberserking can't be done with units, but commanders can do it with a custom #onebattlespell. You should see the afromentioned dwarf mod for the code. The bug with the commander in the mod not always berserking himself is mostly due to me using a vanilla spell to give the berserk effect. Because the vanilla spell is not prec 100, the effect misses some times (much like a sacred thug self bless sometimes misses). You can bypass the bug by making your berserk effect be 100 prec.


Also note this data from the modding tips & tricks thread:

Quote:

- The "berserk" buff seems to incur odd AI behaviour with modded spells, most likely due to the AI changes that have been made in a recent patch to make the AI less inclined to cast the "Touch of Madness" type spells. The AI refuses to cast a spell that just gives the "berserk" buff as a #onebattlespell. You need to fool the AI with #nextspell or make the spell give some other buff too with the berserk effect to make the AI cast the spell.

Foodstamp May 18th, 2010 07:36 PM

Re: Moding a Goneberserk Unit..
 
Actually it may still miss with 100 precision. I created an ethereal effect and gave it 100 precision targeting the caster and it misses sometimes. I'm guessing it will probably do the same with the berserk effect but I may be wrong.


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