SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: Kraken Charge bug

Results 1 to 6 of 6
  1. #1
    Offline
    Account Icon
    Join Date
    Aug 2009
    Posts
    572

    Kraken Charge bug

    match ID: 42124712

    Stunning Kraken mid charge will cause him to stop (he used to carry through).

    However the damage will still play through as if an invisible kraken had kept on charging, even though Kraken has been stunned well short of his target.

    Same deal was happening with Valk's leap. I'm guessing they're based on the same mechanics.

  2. #2
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Posts
    33,845
    Timeframe?

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  3. #3
    Code:
    <ability
    	name="Ability_Kraken2"
    	
    	
    	
    	icon="icon.tga"
    
    	
    	anim="ability_2"
    	casttime="100"
    	castactiontime="100"
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="target_position"
    	activatescheme="movement"
    		
    	targetradius="0"
    	casteffecttype="Magic"
    	targetscheme="enemy_units"
    	manacost="90,100,110,120"
    	cooldowntime="14000,13000,12000,11000"
    	casteffect=""
    	
    	range="700,900,1100,1300"
    	usepathforrange="true"
    >
    	<onimpact >
    		<spawnprojectile name="Projectile_Kraken_Ability2" source="source_entity" target="target_position" bind="source_entity" bindturn="true" bindstate="State_Kraken_Ability2_Self" />
    		<playanim name="ability_walk_2" target="source_entity" />
    	</onimpact>
    </ability>

    It spawns a projectile, and he follows it. When he gets stunned, he stops following the projectile (no idea why), but the projectile itself carries on and applies its usual effects.

    Credit to Devious`, with thanks to AvunaOs for my last signature

  4. #4
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Earth, UK, England, Middlesbrough
    Posts
    7,283
    is it as cool as throwing a kraken (pebbles) mid charge?

    epic stuff

  5. #5
    Quote Originally Posted by YawningAngel View Post
    Code:
    <ability
    	name="Ability_Kraken2"
    	
    	
    	
    	icon="icon.tga"
    
    	
    	anim="ability_2"
    	casttime="100"
    	castactiontime="100"
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="target_position"
    	activatescheme="movement"
    		
    	targetradius="0"
    	casteffecttype="Magic"
    	targetscheme="enemy_units"
    	manacost="90,100,110,120"
    	cooldowntime="14000,13000,12000,11000"
    	casteffect=""
    	
    	range="700,900,1100,1300"
    	usepathforrange="true"
    >
    	<onimpact >
    		<spawnprojectile name="Projectile_Kraken_Ability2" source="source_entity" target="target_position" bind="source_entity" bindturn="true" bindstate="State_Kraken_Ability2_Self" />
    		<playanim name="ability_walk_2" target="source_entity" />
    	</onimpact>
    </ability>

    It spawns a projectile, and he follows it. When he gets stunned, he stops following the projectile (no idea why), but the projectile itself carries on and applies its usual effects.
    Code:
    <onframe>
    		<condition test="hastrait immobilized" source="this_owner_entity" target="this_owner_entity">
    			<expirestate name="State_Kraken_Ability2_Self_Killprojectile" target="this_owner_entity" />
    		</condition>
    	</onframe>
    There are two pieces to Kraken's charge ability: a projectile, to which Kraken is bound to for the movement aspect, and an affector, which deals the magic damage and pushes the units. If Kraken gets stunned or immobilized, it unbinds him from the projectile and activates this code:

    Code:
    	<onexpired>
    		<unbind target="this_owner_entity" />
    		<kill source="" target="proxy_entity" />
    		<playanim name="idle" target="source_entity" />
    	</onexpired>
    I assume what is happening is that the projectile is being destroyed+unbound, but for some reason the affector isn't. The code line <kill source="" target="proxy_entity" /> should technically destroy the affector, but I can't figure out why it isn't. Perhaps "proxy_entity" should be "this_proxy_entity"? I'm just throwing out random guesses at this point; I'm clueless.
    R.I.P. BeerHolder

  6. #6
    Offline
    Account Icon
    Join Date
    Aug 2009
    Posts
    572
    Quote Originally Posted by ElementUser View Post
    Timeframe?
    Don't know, couldn't get the damn thing to download. However it's when we've all hit level 7 and are screwing around in the neuts trying to replicate the bug (it's a no stats game).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •