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    posted a message on Creating an Acid shooting Spell [Help]

    @agfct: Go

    One way to do this would be to

    1. Create a CEffectDamage (This will be your periodic damage for standing in the area)
    2. Create a CEffectDamage (This will be your initial attack, could just use the one you just made)
    3. Create a CEffectEnumArea (This is your "search". Add Your periodic damage to the AreaArray, set the range)
    4. Create a CEffectCreatePersistent (This is what you will attach your slime model to. Set the PeriodCount to how many tick's you want it to have, Add your Search to the PeriodEffectArray, Then how fast you want it to tick in the PeriodicPeriodArray. eg: Period Count of 20 PeroidicPeriod of 0.5. Would make it last for 10 seconds, and do damage every 0.5 seconds.
    5. Create a CEffectSet (Add your Persistent and your Initial damage effect to the Set_EffectArray, this way you get your initial damage and the persistent created with 1 attack)
    6. Create a CWeaponLegacy and give it the effect of the Set you created.

    You could also do the damage with an ability If you wanted to say also add a DoT onto it that effects the target even after they leave. In this case you would also need to create a Behavior and then an ApplyBehavior effect. You would then use the ApplyBehavior in the EnumArea.

    I'm still learning how to best use actors, so I'll let you find out how to make everything look pretty from someone else, but functionally this should work for you.

    Edit: Added in the Set step.

    Posted in: Miscellaneous Development
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