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-   -   #Spec problem in spell modding. (http://forum.shrapnelgames.com/showthread.php?t=42319)

Burnsaber February 18th, 2009 11:52 AM

#Spec problem in spell modding.
 
Apparently the #spec 33554432 (castable only underwater) does not work on modded spells. Is Dr.P still around? If not, is there a somekind of bat-signal to summon him? He is the founder of the spell modding bible and I thought that he might be able to help.

I can work around this by copyspelling "water strike" and modding it to do 0 stun damage. Then I just add the real spell as #nextspell with the "can be cast underwater" (8388608) spec. This works, but when you view the spell in-game it shows the stats for the fluke Water Strike spell, so it's kinda make-shift workaround.

lch February 18th, 2009 12:18 PM

Re: #Spec problem in spell modding.
 
Quote:

Originally Posted by Burnsaber (Post 675193)
Is Dr.P still around? If not, is there a somekind of bat-signal to summon him? He is the founder of the spell modding bible and I thought that he might be able to help.

Yes, he is. He was around the IRC channel for most of the day today. Did you write him a PM if you want to contact him directly?

Burnsaber February 18th, 2009 01:16 PM

Re: #Spec problem in spell modding.
 
Quote:

Originally Posted by lch (Post 675204)
Yes, he is. He was around the IRC channel for most of the day today. Did you write him a PM if you want to contact him directly?

PM.. Yeah. That would be definately a better way. I really have to get around to going on a epic quest for a brain someday. I was kinda distracted by the fact that he posted anything in 1,5 months I've been around now.

Burnsaber February 18th, 2009 02:52 PM

Re: #Spec problem in spell modding.
 
I had a chat with Dr.P in the IrC and he found the anwser. The "castable only underwater" spec (33554432) must be combined with the "can be cast underwater" spec (8388608).


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