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Ok i think i can follow that. Bt i cant see how to control "chaining" with that method, like the missile can choose a next target pretty easily but how do you tell your teleport to follow there?
But i just thought of a variation - what if u spawn say 3 pullers all at once, 1 per monster hit by a damageshape, and have them pull you one after the other. Well its either that or each spawn pulls AND THEN summons the next puller. Dang i dont have the time to test this tonight, gotta get up early tomorrow
...biggest problem i see with using the pull effect is that when your being pulled you still have collision
[KEY] <STRING>NAME:DISABLECOLLISION <FLOAT>FRAME:__[/KEY][KEY] <STRING>NAME:ENABLECOLLISION <FLOAT>FRAME:__[/KEY]
so basically you create movement points then have them activate in sequence to move your dude, sound extremely finicky and very prone to being broken imo, eg if your movement points are at different elevations or the damage shapes which pulls you fails to hit you etc.
there is also the swap pos with pet effect, ive never used and played around with it, but it could be a solution , at first glance though i have no idea how it exactly works, there is a property tag inside it called pet index, which i assume is what is used to determine which pet to swap positions with.
ooh look what i found in one of the monster .ANIMATION files...
yes finicky for sure. how about we hybrid the missile and teleport effects - have a missile go between the multiple targets (and deal the damage?) but the player mesh is teleported straight to (or pulled by) the last target?
I forgot about that but it sounds like a one-time thing to me. similar to my first question about the "missile option" how do you retarget?
[STAT] <STRING>NAME:ROGUE_CURSED_WITH_POISON_STAT <INTEGER64>UNIQUE_GUID:-326560734951110310 <TRANSLATE>DISPLAYNAME:Rogue Cursed I <STRING>TYPE:TYPE_INT <FLOAT>MAXVALUE:10 <FLOAT>INCREMENTVALUE:-1 <FLOAT>DURATION:1 <BOOL>REFRESHES:true[/STAT]
yep that looks about righti always check back on this if i feel like i got something wrong with statshttp://docs.runicgames.com/wiki/Creating_Dynamic_Stats
try msg me on discord for the little stuff, im in there lurking lol
1st part is the skill on its "focused" mode 2nd part is when i dont target anything and i just fly off to random monsters