I have been thinking of creating several force powers and I was wondering if they are possible, if the method I describe would work, and if not, is there another method.
1. Force Teleport:
The battlefield is covered with teleporter regions, when the weapon is activated you randomly get thrown to another section of the battlefield. When the force power is unused the regions are removed, but added when the force is activated. I'm not sure about all the scripting that would need to go into that, but would that work as I described?
2. Thought Bomb:
Force is used and lots of units die. A big pillar of lightning is left on the battlefield (All of that part is done). Then when the power is used it also leaves a permanent object that is indistructable there that has a pull, so if anyone gets close, they get pulled in. Also a region gets activated/added in that same place to kill the units there.
Let me know if they're possible or if specific parts are possible. Thanks in advance.
Force powers?
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woner11
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Re: Force powers?
I don't know why you'd "remove" the "teleport regions," you're not doing yourself any favors doing that. But yes, they are both possible. Both involve using a dispenser weapon (which can be used to trigger an event). Both are very unweildy and don't make a lot of sense practically.
The first is easy, it's just using a dispenser (I would suggest powerup) and on that use the MoveEntityToNode function and math.random() to select a random region to move to.
The second is a bit more complicated setup and frankly, sounds like a completely impractical ability in an actual battle. Yeah, you can use a weapon to dispense a big object that looks like a pillar of lightning (dispense controllable), give it a short lifespan, an big explosion, and a destroyed geometry exactly the same as its regular geometry. I don't think there's a practical solution to adding a pull or another explosion afterwards (objects don't just have ordnances "attached" to them). I can think through a couple hackjobs, but if you really want my opinion then I'll tell you that the weapon you describe is absolutely ridiculous and gamebreaking to have for normal unit play, and that it's a terrible idea.
The first is easy, it's just using a dispenser (I would suggest powerup) and on that use the MoveEntityToNode function and math.random() to select a random region to move to.
The second is a bit more complicated setup and frankly, sounds like a completely impractical ability in an actual battle. Yeah, you can use a weapon to dispense a big object that looks like a pillar of lightning (dispense controllable), give it a short lifespan, an big explosion, and a destroyed geometry exactly the same as its regular geometry. I don't think there's a practical solution to adding a pull or another explosion afterwards (objects don't just have ordnances "attached" to them). I can think through a couple hackjobs, but if you really want my opinion then I'll tell you that the weapon you describe is absolutely ridiculous and gamebreaking to have for normal unit play, and that it's a terrible idea.
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woner11
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Re: Force powers?
Thanks for the response, and don't worry, I do understand where you're coming from on the idea. What is the best way to do both or at least one of them (aka how, like a tut or something)?
- Maveritchell
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Re: Force powers?
Look at the teleport tutorial in the FAQ, the Scripting_system doc in your documentation, and this helpful tutorial in which you can learn how to use the math.random() function.
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woner11
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Re: Force powers?
Sweet! Thanks, I'll take a look at it. 
