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RimWorld => Releases => Mods => Outdated => Topic started by: Helixien on June 10, 2015, 11:41:47 AM

Title: [A11] Halo Weapon Pack (V 1.2 / 13.6.2015) moved by request of topic starter
Post by: Helixien on June 10, 2015, 11:41:47 AM
(http://i.imgur.com/7YSDy0G.png)

Description:

Do you like Halo? Yes? Then you will love this mod! And even if you are not a Halo fan, I think you will quite like these weapons!
Its my first mod. I made it since I could not find any Halo weapons for Alpha 10 so I made my own one :D

Content:

So far you have following weapons:

MA5B/Assault Rifle - (Version from: Halo CE) - only one model (classic)!
MA37/Assault Rifle - (Versions form: Halo Online/Halo Reach) - 8 different models!
BR55/BR - (Versions form: Halo Online) - 5 different models!
M6A/Magnum - (Versions form: Halo Online) - 2 models!
M6D/Magnum - (Versions form: Halo Online/Halo CE) - 2 models!
MA37/DMR - (Version from: Halo Reach/Halo Online) - 3 models!
SRS99/Sniper - (Versions from: Halo Reach) - 2 models!

All weapons have different stats (damage, how fast they fire, range, etc) and different bullets. I did my best to make them fit into the game without them being too powerful or to weak. They should play nice with other weapon mods.

How to Install:

- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Permissions & Credits:

Artwork of the weapons was created by: Drakojan14  over on deviantart! I just brought them in the game!
Sounds are from soundfxcenter.com!

If a new version of RimWorld is released, you can freely post an updated version of my mod here!

Download:
Version 1.2: Alpha11: https://www.dropbox.com/s/3txxqxkzl8zeg2s/%5BA11%20Weapon%5D%20RimHalo1.2.zip?dl=0 (https://www.dropbox.com/s/3txxqxkzl8zeg2s/%5BA11%20Weapon%5D%20RimHalo1.2.zip?dl=0)

Version 1.1: Alpha10: https://www.dropbox.com/s/v1kukgmmc3oiqqh/%5BWeapon%5D%20RimHalo_1.1.zip?dl=0 (https://www.dropbox.com/s/v1kukgmmc3oiqqh/%5BWeapon%5D%20RimHalo_1.1.zip?dl=0)
Title: Re: [MOD] (Alpha 10) RimHalo (V 1.0 / 10.6.2015)
Post by: Adamiks on June 10, 2015, 12:36:02 PM
Nice mod, but i'm playing on Rimsenal mod and having more than one mod with glitterworld weapons isn't soo good. If you could balance these weapons for mods like GlitterTech, Rimsenal, Rimfire etc. this would be great.
Title: Re: [MOD] (Alpha 10) RimHalo (V 1.0 / 10.6.2015)
Post by: Helixien on June 10, 2015, 12:44:06 PM
Quote from: Adamiks on June 10, 2015, 12:36:02 PM
Nice mod, but i'm playing on Rimsenal mod and having more than one mod with glitterworld weapons isn't soo good. If you could balance these weapons for mods like GlitterTech, Rimsenal, Rimfire etc. this would be great.

Shouldnt be too hard.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.1 / 10.6.2015)
Post by: nmid on June 10, 2015, 02:11:23 PM
the textures look really good.
Reminded me of halo1 (which is the only one I really played the lift out of :p)

Hope the weapons are well balanced.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.1 / 10.6.2015)
Post by: Helixien on June 10, 2015, 02:15:24 PM
To be honest, I dont really know. I tried to make them fit into RimWorld while still giving them a Halo feel.
Feedback would be nice :)
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.1 / 10.6.2015)
Post by: nmid on June 11, 2015, 12:20:29 AM
Will try it out this weekend, in A11 and when a few more mods get updated to a11 :)

ps - Release your mod for A11 too, if it won't be too tough !
Title: Re: [MOD] (Alpha 11) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: Helixien on June 13, 2015, 06:38:32 AM
So, it now works with alpha 11 :D
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: Adamiks on June 14, 2015, 06:19:09 PM
You forgot to change name of this topic from Alpha 10 to 11 ;)
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: nmid on June 17, 2015, 03:05:46 PM
Hi,

Finally trying this out in A11... looking at the xml, you have done a lot of balancing for these weapons and I love it :D

Btw, looking at the code
<!-- MA37_HybridScope ======================================================= -->
  <ThingDef ParentName="BaseGun">
    <defName>Gun_MA37_HybridScope</defName>
    <label>MA37 Hybrid Scope</label>
    <description>(Individual Combat Weapon System) Primary service rifle with a hybrid scope of all branches of the UNSC.</description>
<graphicData>
<texPath>HumanWeapons/MA37/MA37_HybridScope</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
    <soundInteract>I
    <soundInteract>InteractRifle</soundInteract>
    <statBases>


has an open and extra  <soundInteract> :)

The yellow error code in RW debug log will go away after you rectify this.


edit -
Also noticed this... oops :s

Config error in Bullet_RailgunMK1: Bullet_RailgunMK1 ends with a numerical digit, which is not allowed on ThingDefs.
Config error in Gun_RailgunMK1: Gun_RailgunMK1 ends with a numerical digit, which is not allowed on ThingDefs.

Guess this isn't a big issue.. wonder what happens when they say it's 'not allowed'.

I remember making a
    <defName>RefrigeratedTrayRack2</defName>
and it worked fine.
Obviously when I changed it to    <defName>RefrigeratedMiscRack</defName> in the same running game, my game crashed :p
I had to delete the old Rack2 and then make the change. Anyway, getting OT.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: CB elite on June 17, 2015, 04:54:56 PM
Your weapon artwork is a lot better than mine, in my opinion :D

The weapons in my Halo mod look kind of... meh. Lol.

Good work, man :)
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: nmid on June 17, 2015, 05:58:52 PM
sorry, guess I'm tired.. perhaps this isn't a problem with a fresh RimHalo weapon pack, but I have checked 2 times and I think this is an original file problem..
In the Mods\RimHalo\Defs\ThingDefs\RH_Guns.xml file


  <ThingDef Name="BaseBullet" Abstract="True">
(snip)
<graphicShaderType>Transparent</graphicShaderType>

 
has to be changed to

    <graphicData>
      <shaderType>Transparent</shaderType>
    </graphicData>


Also,
   <!-- MA37_ Enforcer ============================================================== -->
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_MA37_Enforcer</defName>
    <label>MA37 Enforcer Round</label>
<graphicPath>Things/Projectile/Bullet_Small</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>

has to be changed to

   <!-- MA37_ Enforcer ============================================================== -->
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_MA37_Enforcer</defName>
    <label>MA37 Enforcer Round</label>
<graphicData>
    <texPath>Things/Projectile/Bullet_Small</texPath>
    <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>


Not sure how I didn't spot this earlier... Will check again tmrw.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: nmid on June 20, 2015, 04:36:46 AM
I saw the pistols, haven't seen the rifles in prepare carefully.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: nmid on June 23, 2015, 06:12:24 PM
Quote from: Dragoon on June 19, 2015, 11:52:23 PM
I can't get this to work in prepare carefully I don't see any of the weapons. (I haven't seen any raiders with them either)

add
<weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>
to whichever weapon or weapon base you want edb prep to show.

Currently it's only in BaseHumanGun Thingdef.. adding it to an individual gun or to the parent class (under this)
<ThingDef Name="BaseGun" Abstract="True">
will work.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: Dragoon on June 23, 2015, 10:33:44 PM
Quote from: nmid on June 23, 2015, 06:12:24 PM
-snip-

could you include a picture or paste an example? i'm not sure where to put this.
Title: Edit > [MOD] (Alpha 11) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: nmid on June 24, 2015, 04:21:02 AM
..\Mods\(A11) RimHalo\Defs\ThingDefs\RH_Guns.xml

It has 3 core ThingDefs
1.   <ThingDef Name="BaseGun" Abstract="True">
2.   <ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
3.   <ThingDef Name="BaseBullet" Abstract="True">
Let's ignore the bullets ;)

If you add the code from 2.
    <weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>

into 1., then ALL the guns under BaseGun will be added to edb prep.
It was earlier looking like this
  <ThingDef Name="BaseGun" Abstract="True">
    <category>Item</category>
    <thingClass>ThingWithComps</thingClass>
    <equipmentType>Primary</equipmentType>
    <pathCost>10</pathCost>
    <useHitPoints>True</useHitPoints>
    <selectable>True</selectable>
    <!-- <graphicOnGroundRandomRotateAngle>35</graphicOnGroundRandomRotateAngle> -->
    <drawGUIOverlay>true</drawGUIOverlay>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <Flammability>1.0</Flammability>
      <DeteriorationRate>1</DeteriorationRate>
      <SellPriceFactor>0.5</SellPriceFactor>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <alwaysHaulable>True</alwaysHaulable>
    <tickerType>Never</tickerType>
    <techLevel>Spacer</techLevel>
    <thingCategories>
      <li>WeaponsRanged</li>
    </thingCategories>
    <inspectorTabs>
      <li>ITab_Art</li>
    </inspectorTabs>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
      <li>
        <compClass>CompEquippable</compClass>
      </li>
      <li>
        <compClass>CompQuality</compClass>
      </li>
      <li>
        <compClass>CompArt</compClass>
        <nameMaker>NamerGun</nameMaker>
        <descriptionMaker>ArtWeaponGun</descriptionMaker>
        <minQualityForArtistic>Excellent</minQualityForArtistic>
      </li>
    </comps>
    <smeltProducts>
      <Steel>7</Steel>
      <Plasteel>3</Plasteel>
    </smeltProducts>
  </ThingDef>

and it will now look like this

  <ThingDef Name="BaseGun" Abstract="True">
    <category>Item</category>
    <thingClass>ThingWithComps</thingClass>
    <equipmentType>Primary</equipmentType>
    <pathCost>10</pathCost>
    <useHitPoints>True</useHitPoints>
    <selectable>True</selectable>
    <!-- <graphicOnGroundRandomRotateAngle>35</graphicOnGroundRandomRotateAngle> -->
    <drawGUIOverlay>true</drawGUIOverlay>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <Flammability>1.0</Flammability>
      <DeteriorationRate>1</DeteriorationRate>
      <SellPriceFactor>0.5</SellPriceFactor>
    </statBases>
    <altitudeLayer>Item</altitudeLayer>
    <alwaysHaulable>True</alwaysHaulable>
    <tickerType>Never</tickerType>
    <techLevel>Spacer</techLevel>
    <thingCategories>
      <li>WeaponsRanged</li>
    </thingCategories>
    <inspectorTabs>
      <li>ITab_Art</li>
    </inspectorTabs>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
      <li>
        <compClass>CompEquippable</compClass>
      </li>
      <li>
        <compClass>CompQuality</compClass>
      </li>
      <li>
        <compClass>CompArt</compClass>
        <nameMaker>NamerGun</nameMaker>
        <descriptionMaker>ArtWeaponGun</descriptionMaker>
        <minQualityForArtistic>Excellent</minQualityForArtistic>
      </li>
    </comps>
    <smeltProducts>
      <Steel>7</Steel>
      <Plasteel>3</Plasteel>
    </smeltProducts>
<weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>
  </ThingDef>


If you add the code from 2. into individual guns, then only that gun will be added to edb prep.
For eg, I just wanted one gun to appear on the already overloaded edb prep page... the MA37_HybridScope

    <!-- MA37_HybridScope ======================================================= -->
  <ThingDef ParentName="BaseGun">
    <defName>Gun_MA37_HybridScope</defName>
    <label>MA37 Hybrid Scope</label>
    <description>(Individual Combat Weapon System) Primary service rifle with a hybrid scope of all branches of the UNSC.</description>
   <graphicData>
      <texPath>HumanWeapons/MA37/MA37_HybridScope</texPath>
      <graphicClass>Graphic_Single</graphicClass>
   </graphicData>
(snip)
        <soundCast>MA37Fire</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
      </li>
    </verbs>
        <weaponTags>
      <li>Gun</li>
      <li>AdvancedGun</li>
    </weaponTags>
  </ThingDef>


Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: Helixien on June 24, 2015, 07:32:31 AM
I am aware of it. That is the first code I made so yeah^^ I am working on a new version and with new I mean, I am rewriting the whole code and also redo the graphics. Also did some new ones!

Not sure when I will be able to release it since I have another mod (Skyrim) that has to be finished.
Anyway, thanks for pointing it out.
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: nmid on June 24, 2015, 08:54:45 AM
I actually like it the way it is!

This way I can decide which gun I want to show up in edb.. but I'm pretty sure humanguns would also mean something else... perhaps if it's purchasable from traders / craftable.

Anyway, Skyrim!? I have about 1000 hours in that, sounds interesting.
But... I guess it will be limited to swords/bows/etc?
Title: Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
Post by: Helixien on June 24, 2015, 10:00:30 AM
Well, the code is already written so I dont want to change that for the new defs.

Oh, and I meant I am working on a mod FOR Skyrim, not a Skyrim mod for RimWorld. Sorry^^ And I can relate, I may only have 500h in Skyrim, but over 1000 in Creation Kit.