Photoloss

Photoloss

Joined Member # 3968423
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Some very useful instantAction types are missing: "InitializeMovementTowardLastSpawner" aka Repulsion Field, which is explained in detail on the first page though. I also discovered the following when working with it: The InitializeMovement action persists until removed through ResetPhysicsState. If a second InitializeMovement command is given while the first one is still in effect, even if the two point in opposite directions and come from different buffs, the new one is

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Thanks for the reply. I don't need custom particle effects (I would love to find a different solution for the ability though) As for the other ability, the scout ability doesn't exactly "cancel out" the debuff, as far as I can see, and neither does said buff shut down once the research is done. I don't know how it plays out ingame, but I don't see anything that would remove the inhibitor debuff if the research is completed while you're close to a PJI. However

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What's the difference between "DoInterrupt" and "DoInterruptUltimate"? Does the former only work on non-ultimates or does the latter only work on ultimates? And what's the "best" way of draining allied ships' hull points? A periodic DoDamage, an overtime DoDamage or a negative RestoreHull action? Is there a way of leaving the target at 1 life or awarding the kill to the opponent (or if that's the default, denying the kill)?

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As the title says I'm trying to make an ability similar to the Advent "Synergy" skill, only as an ultimate that works on ships. The actual ability works fairly well, but when a new ship enters the AoE it only gets the boost for all other new arrivals, not the ships already present. My setup so far is: Ability: Copy of "Flux Field", target buff changed to "Fleet Synergy Self" Fleet Synergy Self: Copy of "Flux Field Self", applies "Fleet Synergy Spawn" to targets in rang

13 Replies 10,249 Views