View Full Version : Fireball firing weapon
llamabeast
July 3rd, 2007, 08:00 PM
I'm trying to make a weapon that fires a fireball.
I've already concluded that
1) I can't actually make it fire a fireball
2) I just have to make it a projectile weapon and have small area fire as a secondary effect (since #aoe doesn't work)
3) I can't guarantee the weapon will hit, and the small area fire won't get a chance to hurt anyone if the weapon "misses" (I can give it prec 100 to make sure it hits the right square, but it might not hit anyone there).
I can sort of deal with all these things. But I am really finally stuck with the fly sprite. I can't get anything remotely decent, unsurprisingly since they are all little sprites rather than particle effects. So my real question is: how does the fire breath weapon do it? And does anyone have any helpful suggestions?
lch
July 3rd, 2007, 08:13 PM
I don't know much about modding, but can't you copy from / equip the Wand of Wild Fire? That would require that the unit does use an item effect instead of "attacking" / "fire", though, so I guess you want the latter?
Sombre
July 3rd, 2007, 08:18 PM
I don't think you can even assign aoe effects to #secondaryeffect anyway - and as you know #secondaryeffectalways doesn't work. I tried it with various poison cloud aoe weapons and #secondaryeffect and none of it worked properly.
I'm afraid I can't help much - right now modding such weapons is a pain in the *** because the commands are broken.
lch
July 3rd, 2007, 08:21 PM
Sombre said:
I don't think you can even assign aoe effects to #secondaryeffect anyway - and as you know #secondaryeffectalways doesn't work.
*hint* *hint*, Sombre: http://ulm.illwinter.com/dom3/dom3progress.html
Sombre
July 3rd, 2007, 08:24 PM
Hmm, last time they 'fixed' something like that was #clearmagic and they actually made it worse as far as I can tell.
But we'll see. I was hoping they'd fix #aoe as well.
Saulot
July 3rd, 2007, 08:25 PM
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)
llamabeast
July 3rd, 2007, 08:34 PM
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.
Sombre
July 3rd, 2007, 08:39 PM
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.
Saulot
July 3rd, 2007, 08:40 PM
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).
llamabeast
July 3rd, 2007, 08:59 PM
Aha, I begin to understand why the #secondaryeffectalways command is so in demand.
Edi
July 4th, 2007, 03:42 AM
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.
llamabeast
July 4th, 2007, 05:32 AM
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.
Sombre
July 4th, 2007, 07:22 AM
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 http://forum.shrapnelgames.com/images/smilies/tongue.gif
Oh and fireballs do fatigue damage as well as fire aoe damage.
Edi
July 4th, 2007, 09:27 AM
Okay, so if aoe is foxed for next patch, then that would be the solution. It's in the list in red anyway.
Assuming we got #aoe working and we know we get #secondaryeffectalways with next patch, then setting a slightly larger aoe for a #secondaryeffectalways weapon that only does AN fatigue damage would work.
I'll take this up with Johan when he comes back from India.
Edi
July 4th, 2007, 09:27 AM
Didn't somebody have a list of flysprites? A firebally effect has got to be somewhere in there.
llamabeast
July 4th, 2007, 10:04 AM
If someone has a list of flysprites other than those in the modding manual, that would be great.
I sort of suspect that a real fireball isn't actually a sprite though - sprites are fixed animations, where as I think the fireball flight is some kind of particle effect, with lighting and so on. Seems to me it must be done differently somehow.
Edi
July 4th, 2007, 10:27 AM
I took a look, but didn't find a flysprite list. There are some effect lists and such. DrPraetorious could perhaps get a list of flysprites from the game and testing those could get us a coherent, usable list. Might be worth to ask him.
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