Drewski

Drewski

Joined Member # 2431028
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A quick update: After some monkeying around and doing some minor altering by copying from a gravity warhead script into a hyperspace disruption script, I got it work! It shows up on screen, when clicked uses antimatter and disables phase jumping for a timed duration, then ends perfectly. Next step would have to be balancing I suppose, since ranges, duration, and cooldown all seem grossly off. I have no idea what exactly I did to make it appear, but thanks to everyone who helped me fi

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Well, I copied over the abilities of hyperspacedisruption, renamed 'em to hyperspaceblock and altered the timing to something like 4.5 And lo and behold, they showed up! I guess my only theory would have to be that if the ability's code is nonsense but not breaking, it will just ignore the code altogether and discard it? Which begins to raise questions where in the line did I alter that it decided to stop working...I took out that target filter, and it still refuses to show itself, so

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No, no, it was just a dummy file copied over from the hyperspacedisruption target and spawner entities. I replaced the hud icon with "gravity warhead" so I'd see if it would pop up or not after several times of it not appearing. I tried just giving the PJI an already programmed ability, and it seemed to work fine until the PJI started to be constructed, then minidump. I actually am curious if anyone has been able to successfully craft a new ability and have it show up in addition to a

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I have the ability listed in the planet-module (the ability:0 and ability:1 thing), it takes up the ability:1 slot since the 0 is filled with the Hyperspace Disruption ability. It's an entity file too, so I guess it just must be badly defined, which wouldn't surprise me. It was a kind of "let's test all these things and see what happens sorta deal" so it's kinda cobbled together from various abilities. TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instan

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Hi all, I had been working on a new ability to add to the PJI, which would allow the PJI to have a new ability of temporarily locking down a gravity well, in addition to it's current passive ability. Gave the PJI some anti-matter and whatnot, set it up right, and enabled the mod. Well, to put simply, the game runs the mod fine, the anti-matter shows up, the altered slow-down rate shows up, the altered radiu

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