.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old November 23rd, 2006, 08:44 PM
zepath's Avatar

zepath zepath is offline
Sergeant
 
Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
zepath is on a distinguished road
Default #secondaryeffectalways?

More like #secondaryeffectnever

I have tried on a number of occasions to get this command to work properly, but the numbers I input for it (the full command being #secondaryeffectalways <effect nbr>) do no correspond with the effects listed in the mod manual or with the weapon numbers (as secondary effects are essentially weapons stacked on top of weapons). For example, attempting to give a weapon the constant secondary effect of "Small Area Fire" I use #secondaryeffectalways 171 (as the mod manual says and as common sense dictates since weapon number 171 is Small Area Fire), yet the resulting weapon ends up with some strange effect like "Flail" instead. What gives, eh?
Reply With Quote
  #2  
Old November 23rd, 2006, 11:05 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: #secondaryeffectalways?

Somewhere in all that code, there must be a bug that's acting like a switch. When you put in that command, the computer looks at it, sees something it's not supposed to see, and switches to the next effect, "next" being in this case whatever random effect is close at hand. Computers are a wonderful example of chaos theory. Technically, nothing should go wrong with them. Realistically, everything does
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #3  
Old November 24th, 2006, 03:14 AM

FrankTrollman FrankTrollman is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
FrankTrollman is on a distinguished road
Default Re: #secondaryeffectalways?

The actual command is

#secondaryeffect <effect nbr>

The "always" in there is not necessary and doesn't do anything except break the syntax. It's a glitch in the mod manual.

-Frank
Reply With Quote
  #4  
Old November 24th, 2006, 05:29 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: #secondaryeffectalways?

Quote:
FrankTrollman said:
The actual command is

#secondaryeffect <effect nbr>

The "always" in there is not necessary and doesn't do anything except break the syntax. It's a glitch in the mod manual.

The Great Catsby has spoken.

fixt
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #5  
Old November 24th, 2006, 06:26 PM
zepath's Avatar

zepath zepath is offline
Sergeant
 
Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
zepath is on a distinguished road
Default Re: #secondaryeffectalways?

So the whole thing is just a clever ruse to make me think there was a way to mod constant secondary effects. I believe the following expression sums up my feelings on the matter...

"This blows."
Reply With Quote
  #6  
Old November 24th, 2006, 07:59 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: #secondaryeffectalways?

It seems that #secondaryeffectalways doesn't work, but I don't know why Frank thinks it isn't supposed to work.
Reply With Quote
  #7  
Old November 24th, 2006, 08:25 PM

FrankTrollman FrankTrollman is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
FrankTrollman is on a distinguished road
Default Re: #secondaryeffectalways?

Quote:
Endoperez said:
It seems that #secondaryeffectalways doesn't work, but I don't know why Frank thinks it isn't supposed to work.
Because if you put in "#secondaryeffect" into the weapon modding, you get a secondary effect that always works.

There's an extra "always" at the end of that tag that isn't part of the actual command, and if you remove it, the command works properly.

If "#secondaryeffect" works and does what "#secondaryeffectalways" is listed as doing, are you really going to tell me that the bug is that "#secondaryeffectalways" isn't implemented? [censored] no.

Especially not when parts of the mod manual axctually direct you to use the shortened (and correctly functioning) mod command:

Quote:
Do not use this command if you want to create a normal poisoned weapon, use #secondaryeffect instead.
Now granted, it would be awesome for there to be a #secondaryeffect50 that had a secondary effect that occurred half the time. But #secondaryeffect is already active always so there would be no point, at all, for including a #secondaryeffectalways - the default chance is already 100% - always doesn't change anything.

-Frank
Reply With Quote
  #8  
Old November 24th, 2006, 08:45 PM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
Default Re: #secondaryeffectalways?

Frank you are wrong . #secondaryeffectalways is an old Dom2 command. Its not a manual error. #secondaryeffect doesnt always work, but only if the weapon itself hits. #secondaryeffectalways is supposed to hit even if the weapon misses.
Reply With Quote
  #9  
Old November 25th, 2006, 07:00 PM
zepath's Avatar

zepath zepath is offline
Sergeant
 
Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
zepath is on a distinguished road
Default Re: #secondaryeffectalways?

Precisely, Amos. They are meant to have different effects. #secondaryeffect only triggers when the weapon actually strikes home. #secondaryeffectalways is supposed to trigger every time the weapon is used no matter the result of the attack. I was hoping to employ #secondaryeffectalways in weapons that would *always* cause a certain effect (like Small Area Fire) whether they struck a monster or not. Sadly, failure and then this thread. Would be nice to see this command reinstituted...
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:11 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.