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#6
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![]() Quote:
Try this: Code:
firethrow { dontusenearenemy=1 // device=firecatapult <-- Comment out this line, I'm not sure what it does, so experiment class=throw picture=BA1_CatapultFire_ picture_small=BA1_CatapultFire_small.png distance=50 ad_factor=1 base_attack=0 mindist=2 reload=3 penalty=0.5 animation=cast/throw/thtarget <-- you already changed this, so this should be correct throw=priest2_ball <-- change this to the priest attack, I think it's needed as catapultfireball doesn't exist in the PRIEST2.ATOM, but not certain hinthead=special_fire_catapult_head hint=special_fire_catapult_hint framekey=x 7in1=0.5 friendly_fire=1 damage { fire=8,13 } custom_params { burn=50 } } Code:
shot2 { group=1,2 class=throw base_attack=1 ad_factor=1 distance=7 mindist=2 showdmg=1 penalty=0.5 7in1=0.5 friendly_fire=1 animation=cast/throw/thtarget throw=priest2_ball framekey=x damage { magic=5,7 } custom_params { holy=150 //% } } Do you run the game in debug mode? Open a command prompt in the AP directory and type kb -dev to launch the game in debug mode. You should have a "freeze" if there is a problem and then ALT-Tab back to Windows to see if there is a pop-up message. A lot of the scripts don't have good error checking and since your fire_shot doesn't have a holy custom parameter, it will be nil in the LUA function and if the function doesn't check for nil (note that the Inquisitor's base and throw attacks both have a holy custom parameter) then it will crash the function. Try that as any error in the LUA scripts will abort the script and it will just move on to the next unit. Good luck! /C\/C\ |
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