Sniper Capital Ship Issues! RESOLVED!!!

OK I'm having issues with my sniper ship...I've created a one-hit kill ability issue is, like we all know, hit percentage is ALWAYS 100%! So I'm trying to find a way to reduce it to a 50-50% chance of hitting!

I tried an option with my mobile artillery unit . Ie Targeting uplink -40%...only I'm getting the impression it only works under normal attacks and abilities still get 100% success rate!

Question is: HOW TO ADD A -50% to hit penalty to an ability?

PLEASE!

It's my last ship to code and I can get back to modding :)

13,868 views 24 replies
Reply #1 Top

Use a nested buff setup. The ability calls the trigger buff, which then has an OnChance trigger type to call the actual damage buff.

From BuffFighterBlinkTrigger:

numPeriodicActions 1
periodicAction
 actionCountType "Infinite"
 actionIntervalTime
  Level:0 4.000000
  Level:1 4.000000
  Level:2 3.000000
 buffInstantActionType "ApplyBuffToSelf"
 instantActionTriggerType "OnChance"
 buffApplyChance
  Level:0 0.200000
  Level:1 0.300000
  Level:2 0.300000
 buffType "BuffFighterBlinkActive"

voila :P Obviously since it's not a passive ability you might not need to make it a periodic action so an instant action should do fine. I haven't played with it for a long long time, but I remember having trouble getting OnChance to work as an InstantAction, so I just did it as a periodic that goes off once :P

Reply #2 Top

Hum very interesting!!!!

Extremely useful too! Time to go test now :)

Thanks a lot Annatar! Sorry for not using your corner ;) LOL

Reply #3 Top

Thanks a lot Annatar! Sorry for not using your corner LOL
End of quote

It's my emo corner. Stay out!

Reply #4 Top

Wait, so you can make "passive abilities" have a chance for effect? COOL!

 

How often does it update?

Reply #5 Top

However often you tell it to. In the paste above, it has a chance to apply the buff every 4/4/3 seconds for levels 1/2/3.

It doesn't have to be passive either. At one point I made an active targetted ability to have a 50% chance of capturing an enemy ship, for example.

Reply #6 Top

Im only geting 100% ALL THE TIME! I changed everything to 25% at level one and still after ten shots...ten kills!!!

NOT GOOD :(

Reply #7 Top

Can I have this ship for online play? HAHah

Reply #8 Top

Paste your trigger buff code :P

Reply #9 Top

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
 buffInstantActionType "ApplyBuffToTarget"
 instantActionTriggerType "OnChance"
 buffApplyChance
  Level:0 0.250000
  Level:1 0.400000
  Level:2 0.550000
 buffType "BuffFighterBlinkActiveSniper"
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Buff_FighterBlinkActivate"
  largeEffectName "Buff_FighterBlinkActivate"
  soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "OwnerChanged"

Reply #10 Top

Try moving it to a periodic action. That's what I was talking about earlier, I remember it not liking when it sat in an InstantAction. The actionIntervalTime shouldn't matter since it's a one shot ability but just in case you can make this trigger expire after 1 second and give it a 2 second action interval, so it will only try to apply the sniper buff one time.

Also, what's with the ownerchanged finish condition? Isn't the ship going boom? :P

Reply #11 Top

The enemy ship YES! not mine...

This is a sniper..hes supposed to hit and run!

Reply #12 Top

Then why are you using an OwnerChanged finish condition? It will never trigger since the ship is exploding, not changing owners :P You don't really need any finish condition for an one-shot buff except possibly the 1 second thing to please a periodic action :P

+1 Loading…
Reply #13 Top

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 1
periodicAction
 actionCountType "Infinite"
 actionIntervalTime
  Level:0 2.000000
  Level:1 2.000000
  Level:2 2.000000
 buffInstantActionType "ApplyBuffToSelf"
 instantActionTriggerType "OnChance"
 buffApplyChance
  Level:0 0.500000
  Level:1 0.650000
  Level:2 0.800000
 buffType "BuffFighterBlinkActiveSniper"
 effectInfo
  effectAttachInfo
   attachType "Center"
  smallEffectName "Buff_FighterBlinkActivate"
  largeEffectName "Buff_FighterBlinkActivate"
  soundID ""
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
 finishConditionType "TimeElapsed"
 time
  Level:0 1.000000
  Level:1 1.000000
  Level:2 1.000000

 

Thi is my new file!

Reply #14 Top

SNIPER Skill 100% Completed!

Thanks Annatar!!!

Reply #15 Top

My pleasure :) Again the 1 second finish condition may be redundant, I don't really know first hand if a periodic action will complain that a non-passive buff doesn't have a duration. But hey, as long as it works :P

Reply #16 Top

I tried and it gave me the error message so switched back to your way and VOILA! I'll be able to start beta testing in a little while ! LOL..promises to have EXTREME amount of  tweaking to do :(

Reply #17 Top

Now that this thread is done, can I hijack it?

 

I was looking at some schematics and remembered back in the day when I used to autocad. Now I know neither of you are big moddelers, but do you know how well drawing the models in 2D would work? ie. I draw the top part in screen one, then draw the side, then the front and match it all together, then make the final touches on the 3D view.

Reply #18 Top

.....*looks around himself for assisstance*............

Sorry man, can't answer that :(

Reply #19 Top

I was looking at some schematics and remembered back in the day when I used to autocad. Now I know neither of you are big modders, but do you know how well drawing the models in 2D would work? ie. I draw the top part in screen one, then draw the side, then the front and match it all together, then make the final touches on the 3D view.
End of quote

I would say the 3d modeling itself isn't really the hard part. The tools are easy enough and developed enough. The XSI mod tool has many features that make it simpler than it would otherwise be - for example if you're trying to go symmetrical, it has a tool that will make the exact same change on the other side. Like, if you want a spike sticking out of your ship, you just turn that on and whatever you do to one side will be exactly duplicated on the other.

So, getting the shape done is not "difficult". It will take time of course depending on how complicated it is.. but really I'd say texturing is the worst :P

Reply #20 Top

Texturing scares the shite out of me.

 

Where do people even get textures from?

Reply #21 Top

Make 'em, for the most part, as far as I'm aware. There are some textures on the net you can use, some free and some not, but obviously they aren't necessarily for things like spaceships :P This is getting beyond my know-how, though.

Reply #22 Top

You know Annatar, you should expand your knowledge by learning how to texture! ;)

 

Maybe I can ask some of the other modders if their textures are useable and available. Think they'd be willing?

Reply #23 Top

Probably not. Most textures are designed to fit specific ship models anyway.

And I'm notoriously horrible at anything artistic.

Reply #24 Top

Hey, Sins was made by Engineers and look how good it looks!

 

The whole point in learning is to expand your creative skills!

(I took this course for uni this sem, it was "exploring creativity". Seriously one of the coolest classes I've ever taken. Now I feel like a hippie though..."Dude, just let go and explore, explore you mind and your hidden talents. Just draw it how you see it, not how you think you see it.")