| 06-03-2005, 09:52 PM | #1 |
Guest | I imported the beam template and all other needed systems and variables to my map. Everything is imported correctly. I use the premade spell "Fire Ball" but it does not work corrrectly. When the beam has reached its distance it keeps creating effects at the ending point and never stops. In case it could be of any help I copied the code for "Fire Ball". //========================================================================================== // Fire Ball ('A095') // set s=SetSpellTemplate('A095',"BeamSpellTemplate") //The ability Rawcode set D=0 //Fire Ball options set D=DamageTypes(ATTACK_TYPE_NORMAL,DAMAGE_TYPE_UNIVERSAL) //spell universal damage set D=D+DamageOnlyEnemies() //Harm only enemies set D=CreateDamageOptions(D) //Save the damage options call SetAbilityDataReal(s,"scale" ,0,1) //Model Scale of the beam is 1 call SetAbilityDataReal(s,"area" ,0,100) //Area of effect for all levels is 100 call SetAbilityDataReal(s,"distance",0,1300) //Distance is 1300 call SetAbilityDataReal(s,"height" ,0,60) //The flying height of the fireball is 60 call SetAbilityDataReal(s,"duration",0,4) //Damage will last for 1 seconds call SetAbilityDataReal(s,"damageps",1,25) //Level 1: 25 damage per second call SetAbilityDataReal(s,"damageps",2,35) //Level 2: 35 damage per second call SetAbilityDataReal(s,"damageps",3,45) //Level 3: 45 damage per second call SetAbilityDataReal(s,"damageps",4,55) //Level 4: 55 damage per second call SetAbilityDataReal(s,"damageps",5,65) //Level 5: 65 damage per second call SetAbilityDataReal(s,"damageps",6,75) //Level 6: 75 damage per second call SetAbilityDataReal(s,"damageps",7,85) //Level 7: 85 damage per second call SetAbilityDataReal(s,"damageps",8,95) //Level 8: 95 damage per second call SetAbilityDataReal(s,"damageps",9,105) //Level 9: 105 damage per second call SetAbilityDataReal(s,"damageps",10,115) //Level 10: 115 damage per second call SetAbilityDataString(s,"spc" ,0, "point") //Eye candy spawns at points call SetAbilityDataInt( s,"options",0,D) //Use the damage options saved in D //========================================================================================== The things I have changed is: - The ability rawcode - The targets to be affected to only enemies. - Added the "scale function" - Reduced the distance - Added one "damageps" for each level. Do you have any idea of what the problem could be? |
| 06-08-2005, 10:11 PM | #2 |
That is weird, are you sure it is not a problem that happens because of a special location of your map?. |
| 06-10-2005, 05:03 PM | #3 |
Guest | It would supprise me if that would be the problem but I cant be 100% sure becouse I use it on a map that I am modding, I am not the original creator of it. However I did some tests to the script and I discovered that it's the distance of the spell that causes the strange bug. I tested several vaules on the distance and saw that it must be 1333 or greater, otherwise the bugg will occur. I haven't tested the other premade spells, only "Fire Ball". Another thing that I forgot to write about in the previous post was that I can't get the eye candy from the burn effect from "Fire Ball". The enemies takes damage over time but no art is shown. In my map I use the same arts as in the template map for "Fire Ball" and everything works except the burn effect. I have read the instructions about how to change the art of the spell so I know that I have changed the right art field (Art - Target), so that can't be the problem. |
| 06-10-2005, 10:44 PM | #4 |
That might be the problem, did you use a doodad model? for some reason models don't work in effects if theit paths don't end with .mdl and doodad model paths don't end with .mdl for some stupid reason, you can just add .mdl to iit and fix it. I will check this out, but I doubt that's true since I think that I would have noted that since I used small distances when testing |
| 06-11-2005, 08:16 PM | #5 |
Guest | I was able to solve the problem with the "Art- Target" but it was not becouse of use of a doodad model. I use excactly the same models as in your original spell. I took a look into the template map and saw that "Fire Ball" had 2 vaules in the "Art - Target" field: the art model and a costum model named "chest". I understod that the secound one must be telling the attachment point. In my map I didn't have this so that's why it didn't work. I have now changed this and now the burn effect is shown. There are no text in the "Beam Template" trigger that tells anything about this. You should add that. I also tested to make a new beam spell with distance vaule below 1333 and that worked fine. There must be somthing special with "Fire Ball". |
| 06-12-2005, 10:11 PM | #6 |
Tested and tested, can't reproduce the bug |
