So Let's Talk Geysers

You can probably guess what this is about.

Trying to make a skill for a class that summons pillars of flame around the character. It comes to my attention, however, that this essentially doesn’t work. Ever. My intuition tells me that ‘geyser’ skills need to be used in the vicinity of a ‘geyser’ mesh in the map in order to function (i.e., the grates near Ellena). Is this the case?

If so, are there any workarounds that the community has figured out in the past (i.e., with Titan Quest, since its using the charongeysers template) to get such a thing to work without in-map geysers? Because I really don’t want to go through the whole world sprinkling such things about everywhere just to get a mastery skill to work.

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Geysers require a “targetzone”, so to speak, to work properly. Check the cerberus or the charon boss from TQIT, they have areas where the geysers spawn. I think a similar template is the one from Aktaios I think, the rays of death but again, its a spell that requires a location. I’m not sure you can use the player as a zone but I could be wrong, I’ve never really messed with it.

To do a PBAOE dot type effect, you can try the newly created “orbitingprojectile” template, unless you want the effect to be stationary.

If you want it only to cast where you are standing as you cast it, you’d need to do something more extravagant… like say, a “defensivewall” template (briar ward) and then have the spell spawn several creatures which will spawn with system/invisible.tex (so they will be invisible), “hiddenfromcombat” and with low pathing size(or low actorradius/scale might do the trick?). THEN give them a cast on spawn spell which works like a DOT aura, something like night’s chill/ring of fire. That should do the trick.

A simpler method that doesn’t work as well would be to make an attackprojectileareaeffect (like TQ squall and various others) and force it to work in melee range. It might look a little off but it should fill the role of that fiery pillar that doesn’t move.

Thanks for the reply. :slight_smile:

I figured as much with the attach point. :confused: Bit of a shame.

Testing out attackspellorbiting…it doesn’t seem to want to spawn anything for some reason, but I’m sure that’s a me-problem. I had wanted the stationary effect, but I’ll take what I can get.

Thanks for the other suggestions. Something along the lines of summons had just started to occur to me but I didn’t fully figure it out until I read your post. I may wind up doing that if for some reason attackspellorbiting doesn’t pan out.

Thanks to the way GD is setup with playerscalingpets now, pet workaround are a really good option for many spells that you just can’t get how you want.

For orbiting, yeah you’ll want to take a look at the others (like that dreeg eye constellation) for reference, you’re probably missing a projectile or something somewhere.

Have you tried using thermite mines as a template? That is a geyser like effect…kinda

Pretty much summoning 4 Wendigo Totems with different meshes (lava/fissure) which instantly use black water cocktail (though I’m using an altered mosquito_crimsonspout.dbr with different effects for bwc) and then die making the mesh disappear about 1 second later.

outlaw_summon_ravenmultiple.dbr (4 summoned, max 4, time to live 1 sec).

I’ll see if there is another decent effect for a fire geyser.

Different effect, already have been messing with other effects for fun.

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Looking forward to seeing your Diablo II - esque mod, DM :wink:

Syn

Eh I use the mod to test stuff out sometimes. Having a few pathing issues atm, might go back to level design and ignore the problem for now.

I’d also recommend to make a simple summon spell, the summoned creatures have to be invisible (character -> startVisible = false or if that doesn’t work, invisible texture), remove all sounds from the creatures, life time = 0.1 and put “delete” as death parameter.

Then make this creature use an aoe effect as initial skill or as death skill at where it stands.

If you then make the skill summon like 20 creatures, you’ll get a field of geysers. The only bad side of this is that it will always spawn an ordered field of geysers, not randomized.

Or

If you really mean it, make a skill that summons monsters as said above which will spawn a proxy on their death which has a high placement extent and spawns the geysers markers on the ground as well as another monster (maybe through lua using the first creature’s ondeath trigger) which is friendly to you and uses the actual skill.

A lot of work but probably the only way to get randomized geysers.