Spell Ultima

Sim

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Updated! I essentially removed the annoying sound, thanks to Builderbob! :)
 

Builder Bob

Live free or don't
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I don't know if you've fixed this issue in your latest update, but repeatedly clicking the Ultima ability during channeling seems to start new instances of the spell without ending the one currently in effect. It leads to insane lag and many error messages.
 

Sim

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... That's what cooldowns are for.
 

Romek

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Then it won't work in maps which have abilities that reset cooldowns.
It's a simple fix; Just add the casters to a group, and stop the casting if the caster is already in the group. :)
 

Sim

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Well, normally, I'm checking the "Disable other abilities" option under channel to fix that.

But people don't like that, so I'm not checking it. Now, another issue arises - chain casting.

Now, that issue isn't a serious one. Almost no spells which are channeling and chain-castable are problematic, because the makers've set a cooldown first in the test map.

About the simple fix, well, it's frankly useless.

> Then it won't work

It works. It's just casted another time *if* the player presses again.
 

Sim

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Just to inform that this spell has been transfered into the spells section.
 

kirinelf

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Forgive a newbie's intrusion, but I'm having some trouble declaring the sound variables. Going into the Sound Editor, finding the right sound (e.g. LightningBolt), right-clicking it and selecting 'Use Sound' does nothing; it doesn't appear in the right variable pane. Adding DarkSummoning1 gives me the same problem.

Thinking it might be a problem with the editor, I tried it with another sound file: LightningBolt1. That became a variable without any problems. Then I went to your map and tried declaring both sounds, and they worked fine. Any idea what's going on?
 

Sim

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The same problem occured to me when I deleted both of the sound variables and tried re-importing them.

I will try and investigate the matter.
 

kirinelf

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So should I remove the code, save, restart the editor, import the sounds, then import the code?
 

kirinelf

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Right, I'll go try it. Watch this space. ^^

Edit: Doing that lets me declare the variables without any errors. I'll go test it in the map. Things are gonna go boom. ^^

Edit 2: It works without any problems in my map now. Nice pretty ball, and one HECK of a boom. Rep for Daxtreme.
 

Sim

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I believe that's a general editor problem, and nothing to do with the spell.

I think you have to import the sounds before importing the code, otherwise the editor notices there are already references to that sound and it fails to create the variable. :nuts:

This.

So, when the Editor tells you "Are you sure you want to delete that neat variable? It's still referenced...blablabla... It could cause issues", the Editor is right! That would be a word to the wise. ;)
 
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