So I’m working on what’s essentially a proximity mine, for reference I based it on the old version of thermite mine. Add ‘deathFromEnemyRange’ and ‘dyingSkillName’ and voila, you’ve got yourself a proximity mine! However this poses a slight issue in that casting more than the pet limit triggers the on death skill.
I then looked to ‘chainInitial/NextSkill’ but much to my disappointment (and shock I tell you!) this seems to work off the other initial field that cast a skill when the mine first comes out.
For my third attempt I started fresh with a copy of old thermite mine and simply added the suicide skill in the ‘buffSelf2SkillName’ field under the flame jet ability (or flare1) but this poses another issue where if the mine lands near an enemy, the jet will still go off, but the mine won’t suicide unless another enemy walks within range of the mine. Might be more accurate to say it requires a second instance of the trigger to fire for it to cycle to the next ability.
Then I added the suicide skill to several AutoCast fields to the skills necessary to get the flame jet ability to fire, tinkered around some with the controllers and went through all the files again to see if maybe I missed something but alas… same issue as above.
And now I’m all out of ideas! Anybody have any experience with attempting something like this? Maybe I’ve missed something super obvious? Help would be much appreciated 
What skills are you trying to add to your proximity mine? Knowing that would be easier to make suggestions. Are you just trying to make a thermite mine with the aoe fire that detonates after a short period?
ChainInitial/Next doesn’t work on a death skill obviously because if the deathskill is triggered the creature will be dead and can’t cast the next skill. It should work with any other skill though.
I am not sure the “suicide” skill that the thermite mine actually works, the thermite mines never self detonate. Try adding the skill into another skill slot instead of the buff slot, maybe in the special skill section beneath the initial skills.
I’m using Skill_AttackRadius. I have an ability already set up but I’ve been using a copy of the warcry ability for testing. It’s basically identical to the old thermite mine where it only fires when an enemy comes within 2m of it.
Edit: Actually the above is on attack… I changed this at some point because I was trying to figure out why death and the attack weren’t syncing up when I was trying a different method. This was because I forgot to delete the deathfromenemyrange entry. I think on attack may work better for my purposes though.
And yeah I discovered last night shortly before I went to sleep that the suicide skill doesn’t seem to work. No matter what I did it never seemed to fire. Explains why it’s entries are completely empty! Lol I was hoping it was tied to the SkillClass itself.
However I think I may be getting close to a work-around. Using SkillBuff_Passive (like blood of dreeg for example) and assigning skillLifePercent a negative value of -100.0. Sadly this wasn’t working on the mines itself but did for hellhounds when I assigned it to them. Haven’t worked out what field is preventing this yet.
Ayy I finally got it! Took an embarrassingly long amount of time though. Turns out I was just trying to use the wrong controllers in skills when I needed to be looking at itemskills. Was wondering why there was so few of them!