G
Guest
Guest
This has been applied to Snufkin's Bomber which is utilising the same exploding cop principle as the suicide bomber.Thank you for taking a look, as you say most of the code don't work today, especially the buff. An alternative version of this mods bomber with more of StompyNZ functions is probably the easiest way to do, anyway Im only experienced tweaking/modify existing xml, and have really no idea how to make anything new.
Applying the original archetype values from the original creator gets the cosmetic look about him.
Replacing the buffs.xml barrel entry with this entry from the game default files and a body placement value from Snufkin's settings gets something, but it may not be as pretty as you hoped because that particle looks like it changed over time.
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" particle="p_onFire" local_offset="0,.1,-.2" local_rotation="0,0,0" parent_transform="Spine"/>
It's something from nothing though and you've definitely waited a long time for something and can now tweak to your heart's content.
Once again with updates, the issue was a change in syntax and formatting. All the best in there.

Thanks Bisawen. There's a similar comment a few posts up and it's way up there on the list of to dos. Geist killed me earlier and the sound followed my player whereever I went after respawn... Now that was annoying and I had to leave and come back again.//3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs.//
Anyone find a fix for this yet? The sound in that spot after I kill him is a little annoying.
EDIT: This is also looping the Geist sound.