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So I made an AoE attack, but it doesn't work targeting players. Any help?


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So I'm trying to use the effect of twitch integration "burn near" and "shock near" but flip them so when something spawns, the effect will only attack the player.

So far I've done seven iterations and none of them work. The code seems to be correct, but no matter what tags I use it refused to target the player(s) and I really
need it to happen. Anyone ever tried it might be able to see what I could change in my loop code for it? Don't mind the time value on it, i was trying to get it to proc faster
on testing just to see if it worked. I really need help as I've beaten this over my head for way too long.

If i remove the attempt to hit the players, it'll still attack all the animals and zombies in the area.

        <loop class="For">
            <requirement class="NearbyEntities">
                <property name="phase" value="4" />
                <property name="target_type" value="entity" />
                <property name="entity_tags" value="player" />
                <property name="max_distance" value="50" />
            </requirement>
            
            <action class="AddEntitiesToGroup">
                <property name="phase" value="4" />
                <property name="allow_player" value="true" />
                <property name="group_name" value="targets" />
            </action>
        
            <property name="min_loop_count" value="15" />
            <property name="max_loop_count" value="50" />
            <property name="phase" value="5" />
            
            <action class="Delay">
                <property name="phase" value="6" />
                <property name="time" value="15" />
            </action>
                    
            <action class="AddBuff">
                <property name="phase" value="7" />
                <property name="target_group" value="targets" />
                <property name="buff_name" value="buffShocked" />
            </action>
        </loop>

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