[Question] Linking a skill_attackspellbeam to a pet and making it work?

Hi,

So two days ago I tried to make some sort of aether ray for a pet to use for 5 seconds while being able to move (or not), but after many changes it simply didn’t work.

I’m not sure if it’s possible when the animation linked is specific because the “pet” is using a skeleton mesh and animation set, but perhaps it is, after all. I made a custom animation table linking to other hero animations but no luck still, in fact it’s fucking ugly and simply doesn’t work at all.

Is there any way to make a beam attack skill work when used by a pet? Thanks a lot.

Are they using the skill at all?
My guess is that they don’t know how to use beam spells in their AI.

You might need to write a script if that’s the case.
Not sure what’s possible via script yet but if it’s flexible you should be able to do something.

I was thinking about doing something similar.
“Turrets” summon spell that cast beam with a short range and an arc attack with autoCast.

I hope the AI is smart enough to handle beam somehow…
or that would be another spell/skill that goes to trash…

Even with the “correct” animation the pet stand still and don’t do shit. Just gets beaten to re-death by zombies.
This isn’t on my end as far as I’m aware, it would probably need a new template and that kind of stuff is made by Crate. We don’t get to touch them sadly.

Yeah in the meantime I replaced the beam with a devastation-like skill.

I’m curious, what animation did you use?

The problem from what I can understand is that pets can’t “channel” an ability.
That mean that can’t simulate what a player would do, hold the key for example to cast the spell.

You could trick them to use the spell if you remove the cooldown on it completely and give the the beam an instant cast instead of having a delay like Aether Ray does it.
If you give this skill a 100% weight and make it priority #1, they might be able to use it or at least spam it. This is just a theory but I would give it a try. Combined with the “castWhileMoving” if it even works :smiley: could be a great combo and a work-around without script.

Another suggestion, since you mentioned Devastation.
Are you using the current template or the old one?
Old Devastation simulated a channeling via animation, maybe you can use this to ‘trick’ the pet AI and channel a beam.

You can take a look at this thread: http://www.grimdawn.com/forums/showthread.php?t=37936

or if you just want to read the part about old Devastation:


[quote="Zantai,post:23,topic:31946"]
I'm going to post my answer here since the PM would only do one person any good.

An entirely new skill type requires code to work. Grim Dawn's skill system is not modular, but rather a series of unique cases with templates. So whenever we added a new skill to the game, like Shaman's Savagery or Primal Strike, those were new templates with code to back them up.

Aether Ray is the only truly channeled skill in the game.

The old Devastation template is used quite frequently still: Skill_AttackProjectileDrop (example: skills/attackrain/humanpossessed_devastation.dbr).

It is not a channeled skill however. We "faked" it using multiple "hits" in the animation. To use the old Devastation's animation, you need to add Hero/Heroine01_Sword1h_Spell_AoE_A02.anm back to the PC's animation sets (it will also need its asset remade). That animation is longer and has 3 hit calls.

However, if you try this with other skill types, you will likely run into a potential problem: the spell will cast 3 times, but it may charge you energy again as each cast goes off (essentially 3x the displayed energy cost). For Devastation's template (and I think Attack_Path), we created an exception on the backend that only charged the cost initially.


Hope this helps, though I can't help but feel like I may have shredded a few dreams. :eek:
[/quote]

I don’t know if this can help you anyhow.
Good luck!

Share with us any progress you make!
Can help someone else even if you fail.

Using the old Devastation, I’ve seen the post :wink:
For the current skill my pet uses the skeleton heal animation, because it looks cool and it works exactly how I want!

I tried using it for the beam but he would just faceplant and don’t do shit. I’m not sure if my setting were correct but I got too much stuff planned right now to try again. And I don’t want to get frustrated again so soon, so there’s that.