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July 3rd, 2007, 08:25 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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Re: Fireball firing weapon
I use a combination of tactics to go around this problem. None of them are optimal or perfect.
For some units, I simply use a weapon that seems similar to it, firebreath being a common example.
For other units, I simply use an already made weapon as a secondary effect as you do. A good trick to make sure secondary effects take effect, is to make the primary weapon have the following qualities:
1 damage
armornegating
dt_cap
100 precision
secondaryeffect XXX
What this in effect does, is throw the effect you want at whatever square you want, 100% of the time. It has the minor unfortunate side effect of forcing 1 armornegating damage on the target in addition to whatever you wanted to do (set them on fire, paralyze them, whatever...).
So far though, for a more realistic fireball weapon, I would wait till august when the next patch is expected. The AOE and secondaryeffectalways commands should be fixed then.
As for flysprites, I can't help you with that, I've had no luck getting anything above what was suggested in the modding manual.
Edit:
Oh, and aoe effects do work as secondary effects, one of my traps is the aoe effect leg chop, which affects the whole square.
Edit2:
I'm pretty certain copying wand of wildfire would do nothing, just give you the base weapon (some sort of scepter which hits ethereal units)
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July 3rd, 2007, 08:34 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Fireball firing weapon
You can't copy weapons anyway can you?
Anyway, thanks for all the responses. Saulot - why 1 capped damage and armor negating, specifically? That's helpful though, I might end up using that (I can always update it in August if there are new fixes).
Flysprites do indeed seem very strange. I also can't get any to work which aren't in the manual.
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July 3rd, 2007, 08:39 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Fireball firing weapon
Re: Legchop - Are you sure it actually hits the entire square though? AOE weapons like snake bladder stick, poison ink etc etc don't work as AOE if you put them as #secondaryeffect, they just hit the one target or don't work at all.
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July 3rd, 2007, 08:40 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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Re: Fireball firing weapon
Why 1 capped armornegating damage? So the weapon does damage, and triggers the secondaryeffect (which only is triggered when the weapon deals damage).
Hopefully the modding manual will be updated with more sprites. It's one of the limited factors behind another nation I've been considering.
Edit:
Yep, I've seen 3 units with the crippled affliction in a single square, with only 1 of the units having lost a hitpoint. (Works almost exactly as I want it to).
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July 3rd, 2007, 08:59 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Fireball firing weapon
Aha, I begin to understand why the #secondaryeffectalways command is so in demand.
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July 4th, 2007, 03:42 AM
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National Security Advisor
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Location: Helsinki, Finland
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Re: Fireball firing weapon
If you want a weapon that fires fireballs, here's how you do it:
set damage to desired value
set nostrength
set area of effect
set sprite
set otehr desried stuff
The #fire command makes the damage type be fire, so that fire immune units are not affected.
Voila, instant fireball weapon.
This one has nothing to do with #secondaryeffectalways, which will be fixed in next patch.
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July 4th, 2007, 05:32 AM
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National Security Advisor
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Join Date: Nov 2006
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Re: Fireball firing weapon
But Edi: How do you set the sprite for a fireball? If you know I would be very happy to hear. And the #aoe command doesn't work.
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July 4th, 2007, 07:22 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Fireball firing weapon
Indeed. There's no way (that we know) to set a fireball-esque sprite (or particle effect or whatever) and aoe on weapons doesn't work and never has.
But other than those slight problems, Edi's spot on
Oh and fireballs do fatigue damage as well as fire aoe damage.
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