max.ray Posted April 19, 2018 Share Posted April 19, 2018 Quote \invisible inc moded\scripts\sim\abilities\prime_emp is this place right to add ? daemon_killer = true, thanks a lot for reading Link to comment Share on other sites More sharing options...
max.ray Posted April 19, 2018 Author Share Posted April 19, 2018 i tired this but not working via @invisible inc moded\sim\unitdefs item_emp_pack = util.extend(commondefs.item_template) { type = "simemppack", name = STRINGS.ITEMS.EMP_1, desc = STRINGS.ITEMS.EMP_1_TOOLTIP, flavor = STRINGS.ITEMS.EMP_1_FLAVOR, icon = "itemrigs/FloorProp_emp.png", --profile_icon = "gui/items/icon-emp.png", profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_emp_small.png", profile_icon_100 = "gui/icons/item_icons/icon-item_emp.png", abilities = { "carryable","recharge","prime_emp", }, requirements = { hacking = 2 }, traits = { cooldown = 0, cooldownMax = 8, range = 3, emp_duration = 2,daemon_killer = true , }, value = 500, floorWeight = 1, notSoldAfter = 48, }, Link to comment Share on other sites More sharing options...
SteelCrow Posted May 29, 2018 Share Posted May 29, 2018 Actually, if you want to make an EMP that kills daemons, you'll need to change or copy/paste/edit the actual detonation "function simunit:processEMP" found in sim\simunit.lua There's a cascade of abilities for EMP such that the agent uses the item, item spawns a unit, unit triggers itself "TRG_END_TURN" and finds targets, and targets are then dealt the function "processEMP". It's one of the more complicated items in the game. I recommend creating new abilities and functions for the whole set to minimize conflicts. As for the actual killing of Daemons, the lines from Hunter are what you need. I used them to create a Buster Chip style daemon-killer. Link to comment Share on other sites More sharing options...
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