Titan Quest Fans Forum
Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: soa on 19 May 2019, 10:52:17
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So after modding about 40 souls for Soulvizier I ran into several bugs. I hope you've already seen them.
- I've got some custom items giving a skill using Skill_AttackWeaponCharge.tpl (like Take Down).
It doesn't work if the item has an autocast controller. Anyone has this problem ?
(https://i.imgur.com/kXdH4ap.jpg)
- Same for Skill_AttackProjectileBurst.tpl that doesn't work on items with autocast.
Saw that on the redmine. Did that work before Atlantis ?
https://redmine.thqnordic.com/issues/27025
- I've got another issue with a custom skill. It summons a ring of crystals around the player, and when these die (either when an enemy comes at 2m range or 5s after summon) they explode and spawn a crystal golem.
The summoned golems turn against me. Why is that ? I saw a parameter in the summoning pet skill "revert team after master death" but it seems uselss.
I tried many alternatives with no success :
- have the golems be summoned by a summoning skill that was a "dyingskill" of the crystals. They cast the summoning skill on death but they are enemies.
- include the golem .dbr in "actorToSpawnOnDeath", or in "actorToSpawnForMyBones", whatever the difference. They are summoned but against me.
- I tried to include the skill as a special attack for the crystal with a 50% chance to cast, with a 10s timeout and 3s delay. That way, there could be less golems than crystals. But they still turn against me and the crystals.
Crystals and golems use the pet template.
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Saw that on the redmine. Did that work before Atlantis ?
Nope. There are several templates that don't work (and didn't use to either) on items with autocast enabled. Not much you can do until there's a fix from the devs' side.
- I've got another issue with a custom skill.
Problem is a pet's pet is not player's pet. You can set their teams to be friendly (like killable guards found across the game), under Character tab set defaultTeamMajor & defaultTeamMinor to TeamMajor_Human and TeamMinorHuman_Friendly respectively; But that's about it as far as I remember, can't make them full-fledged pets.
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Problem is a pet's pet is not player's pet. You can set their teams to be friendly (like killable guards found across the game), under Character tab set defaultTeamMajor & defaultTeamMinor to TeamMajor_Human and TeamMinorHuman_Friendly respectively; But that's about it as far as I remember, can't make them full-fledged pets.
I tried that, but they still attack me.
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Anyone knows how to make a pet spawn other pets (or monsters at least) on death without having them spawn as enemies ?
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Since the Raganarok expansion, there is a setting in the spawn config parameters of the spawn pet template that allows the spawned pet to survive on the summoner's death: surviveAfterMasterDeath. Set that to 1.
Now give the pet the spawn pet skill and place it in it's ondeath skill config slot.
Haven't tried it, but it might work.
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Yes, I already did that, otherwise the summoned pets die instantly.