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stun grenade starts creating traps for some reason.


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#1
gordonbrown82

gordonbrown82
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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.

#2
gordonbrown82

gordonbrown82
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looks like i missed a break;