they said 'When a weapon misses, it will send an Actor Weapon event with “Missed” as its sub name. This way, modders can decide whether they want to capture this event to create “Miss!” floating text on the unit or display a dodge effect.'
To me, the actor event "Weapon.*.Missed" does not exist. That may explain why your "Text" Actor never creates.
I can't seem to catch the actor event for any weapon. Even using the term "SubName", it doesn't work.
I tried multiple things and I only found that Effet of type "Launch Missile" has a sub-name "Missed". There might be a workaround with that but that means to build the weapon in a certain way.
If I find anything else in the next days, I'll edit the message.
but I found out that even if you have -100% damage reduced, it will dealt minimum damage to target. D:
There might be a residual value. Maybe in "Damage" effect, or in the Damage Response of your behavior (there's a "minimum damage", default 0, should not interfere). I'm convinced you can make a nullifier easily with the damage multiplier at 0.
I guess I have to rebuild every ranged attacks, to deal no damage when you attack the high ground...
And that only because you want the "Miss" text. That hurts.
Good luck ! I'm pretty sure that when you will get one working, it will be faster. I already had to do workarounds with weapons, make turrets working properly and launch missiles with offset from precursors. A PAINFUL TRIP for large comfort after. So, worth it !
Have a nice day !
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they said 'When a weapon misses, it will send an Actor Weapon event with “Missed” as its sub name. This way, modders can decide whether they want to capture this event to create “Miss!” floating text on the unit or display a dodge effect.'
but it seems not working for me.
my term is damn simple.
<On Terms="Weapon.PhaseDisruptor.Missed" Target="At Caster" Send="Create MissedText"/>
I have checked the Weapon's Never Miss is disabled, and the weapon's impact effect is not executed when it failed to pass the missing chance.
I have checked the text actor and it works fine...
Hello,
Which field did you fill in to get this term ?
To me, the actor event "Weapon.*.Missed" does not exist. That may explain why your "Text" Actor never creates.
I can't seem to catch the actor event for any weapon. Even using the term "SubName", it doesn't work.
I tried multiple things and I only found that Effet of type "Launch Missile" has a sub-name "Missed". There might be a workaround with that but that means to build the weapon in a certain way.
If I find anything else in the next days, I'll edit the message.
Have a nice day.
In reply to Phosphatidylinositol_:
well... I just wrote it in xml. I simply believed what they said. T^T
and samething happened to me.
I tried "subname" things and used "Weapon.*.missed", but it doesn't work. I even tried "missed", "Missed", and whatever comes in my mind.
so I gave up on "Missed" subname and then add behavior and trigger that works similar.
but I found out that even if you have -100% damage reduced, it will dealt minimum damage to target. D:
I guess I have to rebuild every ranged attacks, to deal no damage when you attack the high ground...
I also tried this and that. Nothing worked.
There might be a residual value. Maybe in "Damage" effect, or in the Damage Response of your behavior (there's a "minimum damage", default 0, should not interfere). I'm convinced you can make a nullifier easily with the damage multiplier at 0.
And that only because you want the "Miss" text. That hurts.
Good luck ! I'm pretty sure that when you will get one working, it will be faster. I already had to do workarounds with weapons, make turrets working properly and launch missiles with offset from precursors. A PAINFUL TRIP for large comfort after. So, worth it !
Have a nice day !