here is an odd one:
the item Random_stun_bomb has the activated abilitity ITEM_X_RANDOM_STUN
here's the code for the activated ability in my script:
case RANDOM_STUN_BOMB:
{
//Ability_ApplyLocationImpactVFX(10003, lTarget);
object[] arTargets = GetObjectsInShape(OBJECT_TYPE_CREATURE, SHAPE_SPHERE, stEvent.lTarget, 1.5); '
//location lStunBombImpact = GetLocation(stEvent.oTarget);
int nArraySize = GetArraySize(arTargets);
int n;
int iVictim = Random(nArraySize);
for (n = 0; n < nArraySize; n++)
{
if (n == iVictim)
{
DisplayFloatyMessage(GetHero(), GetTag(arTargets[n]), FLOATY_MESSAGE, 16777215, 3.0);
eEffect = EffectParalyze(Ability_GetImpactObjectVfxId(11110));
ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, arTargets[n], 2.0, GetHero());
}
}
What happens in game when i use the stun bomb is that there's also a trap created (another custom item called aoe_damage_trap_prelude that works fine on its own). What i want is the stun but for some reason a completely unrelated item (this trap) is also spawned at the location where i throw the stun bomb and causes massive damage to the enemies. I don't understand how this could be!? where is the connection made between the new trap i've made and the stun bomb. It worked before i made the trap.
stun grenade starts creating traps for some reason.
Débuté par
gordonbrown82
, oct. 20 2010 01:41





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