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RimWorld => Mods => Topic started by: Quasarrgames on July 09, 2015, 11:29:11 AM

Title: Vehicle mods yet?
Post by: Quasarrgames on July 09, 2015, 11:29:11 AM
Has anybody made a vehicle mod yet? One with cars or trucks or helicopters or tanks? Ones that actually move? I know the great war mod has tanks, but are there any others? :)
Title: Re: Vehicle mods yet?
Post by: Shinzy on July 09, 2015, 02:04:35 PM
Argain wanted to do drivable vehicle mod in the ages past but I'm unsure if he's alive anymore
Title: Re: Vehicle mods yet?
Post by: Lonely Rogue on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?
Title: Re: Vehicle mods yet?
Post by: Caminha on July 09, 2015, 05:01:26 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?

Was this comment really necessary?
Title: Re: Vehicle mods yet?
Post by: Jaxxa on July 09, 2015, 07:17:31 PM
I am working on it, no ETA yet.

Not 100% certain that I will be able to get it to a state that I will be happy to release, but working on it.
Title: Re: Vehicle mods yet?
Post by: Quasarrgames on July 09, 2015, 08:16:57 PM
Quote from: Jaxxa on July 09, 2015, 07:17:31 PM
I am working on it, no ETA yet.

Not 100% certain that I will be able to get it to a state that I will be happy to release, but working on it.

Hooray! If there's anyone who can make it, it's prolly you. If you ever needed a tester...
Title: Re: Vehicle mods yet?
Post by: Lonely Rogue on July 10, 2015, 01:54:17 AM
Quote from: Caminha on July 09, 2015, 05:01:26 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?

Was this comment really necessary?

Was that comment really necessary?
Title: Re: Vehicle mods yet?
Post by: Shinzy on July 10, 2015, 06:53:55 AM
Quote from: DDawgSierra on July 10, 2015, 01:54:17 AM
Quote from: Caminha on July 09, 2015, 05:01:26 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?

Was this comment really necessary?

Was that comment really necessary?

INFINITY LOOOOOOOOOP! *ahem* I mean..
Were these comments really necessary?
Title: Re: Vehicle mods yet?
Post by: Caminha on July 10, 2015, 12:17:27 PM
Quote from: DDawgSierra on July 10, 2015, 01:54:17 AM
Quote from: Caminha on July 09, 2015, 05:01:26 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?

Was this comment really necessary?

Was that comment really necessary?

Yes, but you probably wouldn't understand why since you are a 12yo kid with a lame youtube channel.
Title: Re: Vehicle mods yet?
Post by: DaemonDeathAngel on July 10, 2015, 01:05:39 PM
Shots fired.... Anyways. I know of a couple mod makers that are looking into the ideas of this thread already.
Title: Re: Vehicle mods yet?
Post by: kaptain_kavern on July 10, 2015, 01:17:46 PM
Quote from: Shinzy on July 10, 2015, 06:53:55 AM
INFINITY LOOOOOOOOOP! *ahem* I mean..
make me laugh :p
Title: Re: Vehicle mods yet?
Post by: Lonely Rogue on July 10, 2015, 02:07:43 PM
Quote from: Caminha on July 10, 2015, 12:17:27 PM
Quote from: DDawgSierra on July 10, 2015, 01:54:17 AM
Quote from: Caminha on July 09, 2015, 05:01:26 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
Wouldn't you feel really bad if he's really dead?
... I'm not 12, and I have a right to have fun, under the 'Pursuit of Happiness' in the United States. My YouTube channel has nothing to do with this discussion, now does it? So, if we're going to go for unrelated, your art leaves something to be desired.
Was this comment really necessary?

Was that comment really necessary?

Yes, but you probably wouldn't understand why since you are a 12yo kid with a lame youtube channel.
Title: Re: Vehicle mods yet?
Post by: Shinzy on July 10, 2015, 02:28:15 PM
(http://i.imgur.com/1VlCWUi.png)
Title: Re: Vehicle mods yet?
Post by: Quasarrgames on July 10, 2015, 02:47:06 PM
Quote from: Shinzy on July 10, 2015, 02:28:15 PM
(http://i.imgur.com/1VlCWUi.png)

XD Ah, shinzy. What would we ever do without you?
Title: Re: Vehicle mods yet?
Post by: Caminha on July 10, 2015, 02:51:18 PM
Quote from: DDawgSierra on July 09, 2015, 03:47:53 PM
... I'm not 12, and I have a right to have fun, under the 'Pursuit of Happiness' in the United States. My YouTube channel has nothing to do with this discussion, now does it? So, if we're going to go for unrelated, your art leaves something to be desired.

Then try doing it yourself. At least I'm a guy that's nice enough to spend 30 seconds changing the color of a muffalo for you.
Your joke about a user's death was extremely idiotic.

Quote from: Shinzy on July 10, 2015, 02:28:15 PM
(http://i.imgur.com/1VlCWUi.png)

lol awesome. Blue is my favorite color.
Title: Re: Vehicle mods yet?
Post by: DaemonDeathAngel on July 10, 2015, 04:15:47 PM
Not defending him, but it wasn't necessarily a joke. It was a question. Anyways, you all keep jumping off topic xD
Title: Re: Vehicle mods yet?
Post by: Lonely Rogue on July 11, 2015, 11:13:13 AM
It wasn't a joke. It was a question. Also, I was trying to see who could make the best texture, I've been asking around.
Title: Re: Vehicle mods yet?
Post by: Mr.Cross on July 11, 2015, 11:42:51 AM
Geeeting back on track now. I could see the use of having a half track or two (Google it) to transport some infantry around the map. But to add helicopters and tanks? It seems a little overpowered especially if the enemies can't use it. And seeing as I have a horrible string of bad luck on RW I don't want to see something agile enough to not be hit by a rocket. And especially see don't want to see something that takes multiple rocket hits to kill. The centipedes are bad enough....

Also, Something (truck wise) that could haul a good amount of stuff would be nice to see.
Title: Re: Vehicle mods yet?
Post by: DaemonDeathAngel on July 11, 2015, 01:28:17 PM
Half tracks wouldn't be a back idea, but that'd require quite a bit of work, you'd have to find graphics for the vehicles, as well as a building to build them in. The find a way to make the raiders use them if they don't drop pod in. It'd definitely make the game more interesting if someone dfound a proper way of doing it. I have an idea of how the loading/unloading would work, simply take the code of the cryptosleep casket, edit it to where multiple can be put within it, and take away the negative side-effects.
Title: Re: Vehicle mods yet?
Post by: Mr.Cross on July 11, 2015, 02:06:20 PM
You could make the graphics (If your artists) as you can google half tracks and dozens of pictures come up on them. it'll be much easier than trying to find pixilated half tracks from the top down view if you find some one to make them. As for the building, it wouldn't be entirely necessary in the form of deteriorating. It would deteriorate (as all items do), just not as fast as items. Then again raiders would make it a priority. Yes, that could work for Items you want to carry/incapacitated people. The question is whether or not you'd be able to the machine gun that's normally on top one of these work correctly.
Title: Re: Vehicle mods yet?
Post by: DaemonDeathAngel on July 11, 2015, 02:22:15 PM
I'm simply saying, logically, you should have a construction bay to build the half track in. Also, you'd be surprised how many half tracks don't actually have .50 cal machine gun on them. I used to be in the Marines and only a select few had a .50 cal, generally the ones at the front and back of a convoy, if half tracks were even used at all. Mostly humvees and large transport trucks now.
Title: Re: Vehicle mods yet?
Post by: Mr.Cross on July 11, 2015, 02:39:30 PM
Ah now I understand about the buildings part of you last post. As for the machine gun on the half tracks, I imagine WW 2 half tracks, Though as i'm only 18 as of this year. I'm unsure how many actually had any weaponry on them. Even then, it would be nice to have both varients (With and with out weaponry.) For the simple fact that I would like to make a F.O.B. to be attacked first and would like a quick Extract from there if things go south.
Title: Re: Vehicle mods yet?
Post by: lude on July 22, 2015, 07:39:20 AM
There is a Cart and Backpack mod that features one vehicle (a cart, derp), there is also a faction mod that features vehicles being used by enemy pawns.
Title: Re: Vehicle mods yet?
Post by: skullywag on July 22, 2015, 07:48:12 AM
Quote from: lude on July 22, 2015, 07:39:20 AM
there is also a faction mod that features vehicles being used by enemy pawns.

technically not true, if its the tanks youre thinking of, they are just pawns textured to look like tanks, still pawns though. Not a true vehicle.
Title: Re: Vehicle mods yet?
Post by: lude on July 22, 2015, 07:55:17 AM
Quote from: skullywag on July 22, 2015, 07:48:12 AM
Quote from: lude on July 22, 2015, 07:39:20 AM
there is also a faction mod that features vehicles being used by enemy pawns.

technically not true, if its the tanks youre thinking of, they are just pawns textured to look like tanks, still pawns though. Not a true vehicle.
Ahh hmm, so how does it work? Yesterday I saw heads sticking out of the tank and when it was badly damaged, the driver (was probably just spawned/cloned with another look) left the tank which then was immobile.

And there was a head sticking out of it, the Cart mod works tho and perhaps could be used to increase speed, but it's not the best looking solution imho, the tank with the head sticking out and then spawning the enemy minion when it's badly damages is quite a beautiful solution.
Title: Re: Vehicle mods yet?
Post by: skullywag on July 22, 2015, 07:58:05 AM
Which mod are you referring to out of interest (the tanks)?
Title: Re: Vehicle mods yet?
Post by: lude on July 22, 2015, 08:05:42 AM
https://ludeon.com/forums/index.php?topic=10587.msg119046#msg119046 this is not the one ^ but offers the same functionality
it looked similar but more like a scyther tank, i've seen it before when I chose my own mods, in A11 I only tried the modpacks so far out of lazyness

I just looked at the mods themselves and it's the Glittertech one, in the texture you can even see where the head would be positioned, but it's also "just a pawn" and in the races_tank file I didn't see a way that would spawn the pawn

would there be a way to get colonists offworld and getting them back? (i remember a spaceship being a one way deal)

sending pawns to hammer space and spawning them back when it's time to leave the vehicle or see what the cart mod actually does, i sincerely doubt it allows for the cart to be attacked without having a look at it
Title: Re: Vehicle mods yet?
Post by: skullywag on July 22, 2015, 09:42:11 AM
Yeah the mecha tanks are a pawn textured to look like a tank (basically a centipede) im not sure on the glittertech one but im guessing its still a pawn with the original pawn saved in code and the spawned back in the world when needed. The new tank pawn just having a draw method to draw the stored pawns head over itself. No one that i know of has done a true vehicle that isnt a pawn.