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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on February 26, 2014, 04:01:19 PM

Title: [MOD] (Alpha 9) Target Practise (v.2.01)
Post by: ItchyFlea on February 26, 2014, 04:01:19 PM
Target Practise v2.01
(https://ludeon.com/forums/index.php?action=dlattach;topic=2158.0;attach=5880)



Description:
This mod adds a modular shooting range so you can build one to fit the needs of your colony. This mod also adds training dummies.
   
These allow you to train up a colonists shooting or melee skill. They utilise the bill system and give experience at the same rate a colonist would receive if manually being trained.
Only colonists set as hunters will train at these new buildings.

Mod Team:
How to use:
Download:
How to install:
Changelog:
V2.01:
V2.0:
V1.4:
V1.3:

(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)

[attachment deleted by admin: too old]
Title: Re: (Mod) (Alpha 2) Target Practise
Post by: hawkwing on February 26, 2014, 09:30:52 PM
A good addition. I wish it had numbers pop up saying how much damage you'd done though...
Title: Re: (Mod) (Alpha 2) Target Practise
Post by: ItchyFlea on February 26, 2014, 10:36:01 PM
I don't think that's possible, but I'll look into it.  :)
Title: Re: [MOD] (Alpha 2) Target Practise
Post by: GriffenDorf on February 27, 2014, 04:11:15 AM
good work
Title: Re: [MOD] (Alpha 2) Target Practise
Post by: Vas on February 27, 2014, 09:46:32 AM
I believe the target should be destructible.  It's not logically accurate to have an indestructible item that you fire at all the time.  You should have to repair it or rebuild it every so often otherwise you can train all your people into super gunners and never lose another battle ever again with no loss whatsoever.  Even if it just means you gotta rebuild it every 30 shots that successfully hit it, that's fine because at least it won't be illogical anymore.  :P
Title: Re: [MOD] (Alpha 2) Target Practise
Post by: hawkwing on February 27, 2014, 12:34:38 PM
Quote from: Vas on February 27, 2014, 09:46:32 AM
I believe the target should be destructible.  It's not logically accurate to have an indestructible item that you fire at all the time.

Abstractions, man. Video games are all about abstractions. Personally, I think they're balanced as they are. They takes ages to train even a single level on. Besides, you can do a LOT of plinking against a single steel plate even in the real world.
In a universe where we have infinite ammo, I think we can accept this indestructible object.

Can't remember if it can be walked through though... if not, that would be pretty exploitable.
Title: Re: [MOD] (Alpha 2) Target Practise
Post by: NephilimNexus on March 01, 2014, 04:00:42 AM
On one hand, yes you can recruit people and tell them to shoot at it until they're great marksmen.  On the other hand, time spend recruited is time that they are not working, eating, or sleeping.  For the entire time that they're training they are producing nothing for the colony, and if left for too long they'll have a mental breakdown.

In other words, keeping soldiers in perpetual training becomes a drain on your working population.  Just like real life.  I think it balances itself out.
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: Vas on March 01, 2014, 11:15:34 AM
Meh, I just don't like indestructible objects.  If I add this, I'll remove it's indestructibility.  Sure you can make it with an incredibly high endurance, but it should still break.  Besides, it's kind of hard to forget to release your soldiers when the game tells you "soldier needs a break".  Obviously this is something you'll only do when you have people to spare as well.  You can't call those balancing just because it's something you wouldn't do right off the bat of starting the game.  :P
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: ItchyFlea on March 01, 2014, 08:17:32 PM
You'll want to remove this tag: <UseStandardHealth>False</UseStandardHealth>
and replace it with something like this: <maxHealth>180</maxHealth>
:)
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: Vas on March 02, 2014, 10:17:31 AM
I'm just curious, did you know that practice is spelled with a C and not an S? x3
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: Rokiyo on March 02, 2014, 10:29:53 AM
Practice is a noun, practise is a verb.

At my Medical Practice, I practise medicine.
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: daft73 on March 02, 2014, 10:47:21 AM
Quote from: Vas on March 02, 2014, 10:17:31 AM
I'm just curious, did you know that practice is spelled with a C and not an S? x3
great addition to help train up your shoots. Ty fine sir! ;D

slightly off topic..more infos practice/practise
(http://ludeon.com/forums/index.php?action=dlattach;topic=2158.0;attach=1046)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: kolourblynd on March 04, 2014, 07:00:58 PM
Yeah, practice is used interchangeably in the US, while other English-speaking countries use practise as the verb form. It should be pointed out that these are not pronounced the same; prac-tice vs prac-tize.
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: Bunnie on March 13, 2014, 03:55:19 PM
Love the mod, any chance of a "PunchBag" to train melee? :P
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: OnyxShadow on March 14, 2014, 12:40:18 PM
I like this mod fairly well, but it would be great (and probably an enormous amount of work unfortunately) to have it incorporated as a low-priority task that can be done if nothing else needs doing along the lines of research and cleaning.

In most of my games, I can usually find something to shoot that's productive (dozens of rats eating my food stores).
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: mrofa on March 14, 2014, 03:51:53 PM
Depends on a play style, my bases are mostly close with few defesive position sets, so no evil squirrels get in, thus i find the range extremly usfull for thous lazy ass colonists :D
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: JinxWolf on March 25, 2014, 07:38:00 PM
Quote from: Bunnie on March 13, 2014, 03:55:19 PM
Love the mod, any chance of a "PunchBag" to train melee? :P

This^.
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: OmegaConstruct on March 25, 2014, 08:06:22 PM
I third the suggestion to add a punching bag. Building a training facility would be awesome.
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: Hancake on March 26, 2014, 05:00:34 AM
Practise and practice are both pronounced the same here in the UK!

I think the fact is indestructible is pretty much the point of the mod. Rock walls are destructible, you could just fire at walls rather than use the target, since there'd be no difference then if the target could be destroyed.
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: ItchyFlea on March 26, 2014, 06:25:50 AM
A melee training dummy will require a .dll.
I'll look into it, but I can't make any promises, as I have yet to learn how to make involved .dll's, and this will most likely be involved. :-\
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: Darker on March 26, 2014, 09:51:22 AM
How did you make the target's targeteable by gun?
Title: Re: [MOD] (Alpha 2) Target Practise (v.1.0)
Post by: ItchyFlea on March 26, 2014, 04:38:00 PM
I didn't do anything special for that to be the case. I suspect it has to do with them using the Building thingClass.
Title: Re: [MOD] (Alpha 3) Target Practise (v.1.0)
Post by: ItchyFlea on April 11, 2014, 12:59:01 AM
With mod works as-is with Alpha 3. Feel free to simply copy it from the old version of RimWorld to the new one.
Title: Re: [MOD] (Alpha 3) Target Practise (v.1.0)
Post by: slauenbach on April 25, 2014, 04:39:18 AM
I have installed the mod for alpha 3 and when i recruit a colonist and try and right click on the target it just make him walk beside it instead of showing me the option of practise shooting. Pls help!!!
Title: Re: [MOD] (Alpha 3) Target Practise (v.1.0)
Post by: slauenbach on April 25, 2014, 04:51:00 AM
I have installed the mod for alpha 3 and when i recruit a colonist and try and right click on the target it just make him walk beside it instead of showing me the option of practice shooting. Please help me!!!
Title: Re: [MOD] (Alpha 3) Target Practise (v.1.0)
Post by: Sicken on April 25, 2014, 05:02:33 AM
Quote from: slauenbach on April 25, 2014, 04:51:00 AM
I have installed the mod for alpha 3 and when i recruit a colonist and try and right click on the target it just make him walk beside it instead of showing me the option of practice shooting. Please help me!!!

what you need to do is recruit a colonist then either click the gun icon then target the target or press f then target the target. if you are out of range you'll need to move closer
Title: Re: [MOD] (Alpha 4) Target Practise (v.1.1)
Post by: ItchyFlea on June 01, 2014, 08:09:52 PM
Updated to work with Alpha 4.

Notable change: Moved it from the furniture tab to the security tab.
Title: Re: [MOD] (Alpha 4) Target Practise (v.1.1)
Post by: AlyxMS on June 02, 2014, 02:27:20 AM
Nice. Finally my colonists can stop chasing squirrels all day to compensate the skill decay and practise at home.
Title: Re: [MOD] (Alpha 4) Target Practise (v.1.1)
Post by: JKTD1919 on June 08, 2014, 11:16:17 PM
Is it compatible with 4F?
Title: Re: [MOD] (Alpha 4) Target Practise (v.1.1)
Post by: ItchyFlea on June 08, 2014, 11:45:22 PM
Quote from: JKTD1919 on June 08, 2014, 11:16:17 PM
Is it compatible with 4F?
Yes. Changed OP to reflect this.
Title: Re: [MOD] (Alpha 4F) Target Practise (v.1.1)
Post by: ghandhi_rules on June 17, 2014, 05:10:20 PM
In response to the guy asking about adding this as a very low priority task, what would be the feasibility of adding in the ability to mark it as a hunting target?
Title: Re: [MOD] (Alpha 4F) Target Practise (v.1.1)
Post by: nmid on June 17, 2014, 05:24:05 PM
Is it possible to have an increased exp gain rate from practicing at the shooting range?

Title: Re: [MOD] (Alpha 4F) Target Practise (v.1.1)
Post by: Girlinhat on June 17, 2014, 07:46:19 PM
Quote from: ghandhi_rules on June 17, 2014, 05:10:20 PM
In response to the guy asking about adding this as a very low priority task, what would be the feasibility of adding in the ability to mark it as a hunting target?
This is what I'd like to see.  I know that you can spawn creatures (see: mechatronics mod to produce mechanoid colonists) so maybe you could place an item that spawns a creature with like 1,000 health and is stationary.  They colonist would shoot it to death, gaining skill, and would also 'kill' it and would either have to build a new one, or the structure could spawn another one.
Title: Re: [MOD] (Alpha 4F) Target Practise (v.1.1)
Post by: ItchyFlea on June 18, 2014, 12:25:56 AM
Quote from: nmid on June 17, 2014, 05:24:05 PM
Is it possible to have an increased exp gain rate from practicing at the shooting range?
I don't know.

Quote from: Girlinhat on June 17, 2014, 07:46:19 PM
Quote from: ghandhi_rules on June 17, 2014, 05:10:20 PM
In response to the guy asking about adding this as a very low priority task, what would be the feasibility of adding in the ability to mark it as a hunting target?
This is what I'd like to see.  I know that you can spawn creatures (see: mechatronics mod to produce mechanoid colonists) so maybe you could place an item that spawns a creature with like 1,000 health and is stationary.  They colonist would shoot it to death, gaining skill, and would also 'kill' it and would either have to build a new one, or the structure could spawn another one.
I'll see what I can do. :)
Title: Re: [MOD] (Alpha 4F) Target Practise (v.1.1)
Post by: Girlinhat on June 19, 2014, 10:03:37 PM
Quote from: Encode on June 18, 2014, 01:08:41 AMBut the skill degrade was really bad with higher levels so still need quite some time to get to lvl20 then. Not sure if it still locks at lvl20 or continue to degrade with Alpha4F now...

Cheers!
You get up to like 99% of skill level 21, but it never rolls over to 21.  So your colonist won't degrade from 20 to 19 while they sleep, and I have several growers that stick at 20.  Having the 1.5x skill rate interest level helps tons in staving off skill decay through practice.  I wish there were some method to slowly raise the decay cap... like at skill 5, it doesn't decay at all, and if there were a method to raise that to 15 without decay, that'd be really fun.
Title: Re: [MOD] (Alpha 5) Target Practise (v.1.2)
Post by: ItchyFlea on July 04, 2014, 07:13:14 PM
Updated to Alpha 5.
Title: Re: [MOD] (Alpha 5) Target Practise (v.1.2)
Post by: Geoblazer5 on July 10, 2014, 09:37:38 PM
Hi I have Alpha 4f and I downloaded the alpha 4 version but I can't find the target practice thing anywhere including the security tab. help?
Title: Re: [MOD] (Alpha 5) Target Practise (v.1.2)
Post by: ItchyFlea on July 10, 2014, 11:34:01 PM
Quote from: Geoblazer5 on July 10, 2014, 09:37:38 PM
Hi I have Alpha 4f and I downloaded the alpha 4 version but I can't find the target practice thing anywhere including the security tab. help?
Why don't you upgrade to Alpha 5?
Title: Re: [MOD] (Alpha 5) Target Practise (v.1.2)
Post by: Geoblazer5 on July 11, 2014, 01:31:45 PM
 i will but i'm working on a save file that is still progressing well so as soon as it dies out i'll download alpha 5
Title: Re: [MOD] (Alpha 5) Target Practise (v.1.2)
Post by: murlocdummy on July 11, 2014, 01:56:16 PM
I believe that creating a huntable practice dummy would be the best, but that sounds like something for one of the mechanoid mods.
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: ItchyFlea on August 13, 2014, 06:12:24 PM
Works as is in Alpha 6 without any update required.
Title: Re: [MOD] (Alpha 5) Target Practise (v.1.2)
Post by: Somz on August 14, 2014, 07:09:42 AM
Quote from: murlocdummy on July 11, 2014, 01:56:16 PM
I believe that creating a huntable practice dummy would be the best, but that sounds like something for one of the mechanoid mods.

Yep, huntable target practice would be cool, then we wouldn't have to worry about drafting colonists/looking out for them, they'd just proceed according to their needs.

DO YOU HEAR US, OH MIGHTY MODDERS! Make it happen! ;D
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: GoriMeri on August 16, 2014, 11:01:59 AM
A .zip download would be nice for all Mac users out there.
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: Zeta Omega on August 16, 2014, 05:56:17 PM
GREAT! Now my colonists can become proper gunners/snipers.......Now if only I could train them in medicine
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: longbyte1 on August 16, 2014, 07:16:39 PM
Can we build our house out of targets? The pirates need the training too, you know?
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: Iwillbenicetou on August 16, 2014, 10:28:05 PM
Yep, they sure do. Then you can take from the knockout mod, and then you have really good sniper prisoners!.
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: RemingtonRyder on August 20, 2014, 12:06:49 PM
One of the neat side effects of this is that even if your colonists miss the target, they can hit a block behind the target.

Apparently, repairing damage to blocks increases the Construction skill.  Just make sure your repairers don't walk in front of the shooters.  For an example of how to do that, you can use the embrasures in the mod of the same name and have a completely enclosed target area so that nobody gets accidentally shot in the back with a pistol, but the damage soaking walls at the back can still be repaired from the outside.
Title: Re: [MOD] (Alpha 6) Target Practise (v.1.2)
Post by: Spare74 on August 21, 2014, 05:37:00 AM
Nice mod, would it be possible to make the target "huntable" so that you don't have to force them to attack it, you could just mark it to hunt and make the guy you wanna train a hunter.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: ItchyFlea on October 01, 2014, 05:35:26 PM
Updated to work in Alpha 7.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: Romi on October 02, 2014, 12:57:54 PM
at least this mod gives the colonists something to do and you can improve your shooting skills so i want it!Thanks again
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: Sobriquet on October 03, 2014, 02:11:59 AM
I like this mod a lot, but the training process is interminable. Is there a way to speed it up a notch?
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: eatKenny on October 03, 2014, 02:07:44 PM
can u make a target that can both be shooted and melee attacked? so we can improve melee still too ::)

just a hint: maybe a hardcore scarecrow like thing, takes one dead human body and some wood to build ::)

(http://upload.wikimedia.org/wikipedia/commons/7/76/Kakashi2.jpg)
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: ItchyFlea on October 03, 2014, 04:42:20 PM
Quote from: Sobriquet on October 03, 2014, 02:11:59 AM
I like this mod a lot, but the training process is interminable. Is there a way to speed it up a notch?
Not without .dll modding, something I am terrible at.

Quote from: eatKenny on October 03, 2014, 02:07:44 PM
can u make a target that can both be shooted and melee attacked? so we can improve melee still too ::)
I figured attacking the target with melee would train the skill, but it doesn't... I'll see what I can do.
EDIT: This would most likely require .dll modding as well, as pawns do not normally gain XP for melee attacking an inanimate object.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: eatKenny on October 04, 2014, 05:13:23 AM
i see, can u eventually make a melee weapon which deals no damage(like a simple wood staff or something), so i can draft 2 colonist beating eachother all day long to improve melee skill ::)
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: UncleFubar on October 08, 2014, 10:47:07 AM
Can't open archive with 7-zip or WinRAR... corrupted. Tried versions A5 and A4, same problem. I have an older archive of A5 from months ago and it opens fine. Is the forum doing something bad to small attachments?

Edit: A7 Modular Tables (https://ludeon.com/forums/index.php?action=dlattach;topic=4320.0;attach=4145) opens ok. Dunno what's up with this one.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: skullywag on October 08, 2014, 11:00:45 AM
probably the website move, needs reuploading.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: CitizenThirteen on October 08, 2014, 03:28:45 PM
Quote from: UncleFubar on October 08, 2014, 10:47:07 AM
Can't open archive with 7-zip or WinRAR... corrupted. Tried versions A5 and A4, same problem. I have an older archive of A5 from months ago and it opens fine. Is the forum doing something bad to small attachments?

Edit: A7 Modular Tables (https://ludeon.com/forums/index.php?action=dlattach;topic=4320.0;attach=4145) opens ok. Dunno what's up with this one.


Same issue here.  Will check back soon and look for updates!
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: ItchyFlea on October 08, 2014, 04:29:38 PM
I guess I missed one. Oops. I've reuploaded it and updated the download link to point to the reuploaded file. :)
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: Setanta on October 15, 2014, 08:56:49 AM
I can build the target board, but my colonists won't shoot at it. I get a circular move-to icon, but no actual interaction.


Edit: Ok, I'm teh dumbs and haven't used force fire before
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: Tsilliev on October 17, 2014, 06:13:09 AM
Really nice idea I am using the mod,and yesterday I just got this crazy idea, cant I build indestructible wall of targets? Finally I wont need to go and repair my slow tower defense walls.  ;D
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: ItchyFlea on October 17, 2014, 07:45:22 AM
Quote from: Tsilliev on October 17, 2014, 06:13:09 AM
Really nice idea I am using the mod,and yesterday I just got this crazy idea, cant I build indestructible wall of targets? Finally I wont need to go and repair my slow tower defense walls.  ;D
Nothing to stop you, except that the raiders will simply climb over the targets and continue into your base.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: Tsilliev on October 17, 2014, 11:11:36 AM
Quote from: ItchyFlea on October 17, 2014, 07:45:22 AM
Quote from: Tsilliev on October 17, 2014, 06:13:09 AM
Really nice idea I am using the mod,and yesterday I just got this crazy idea, cant I build indestructible wall of targets? Finally I wont need to go and repair my slow tower defense walls.  ;D
Nothing to stop you, except that the raiders will simply climb over the targets and continue into your base.
I thought they had collision, oh well i wont be able to cheat with them.... :D
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: the_hawkk on October 21, 2014, 11:38:22 PM
I have a pretty dumb question, as i'm new to this site. Is there a .zip file for this mod available? I'm a mac user and would love to have this available to me, but unfortunately my computer cant do anything with the file -_-

Again I apologize if this is a stupid question.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: ItchyFlea on October 21, 2014, 11:50:03 PM
Quote from: the_hawkk on October 21, 2014, 11:38:22 PM
I have a pretty dumb question, as i'm new to this site. Is there a .zip file for this mod available? I'm a mac user and would love to have this available to me, but unfortunately my computer cant do anything with the file -_-

Again I apologize if this is a stupid question.
Just rename it to .zip and you should be fine.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: the_hawkk on October 22, 2014, 01:44:38 AM
Quote from: ItchyFlea on October 21, 2014, 11:50:03 PM
Quote from: the_hawkk on October 21, 2014, 11:38:22 PM
I have a pretty dumb question, as i'm new to this site. Is there a .zip file for this mod available? I'm a mac user and would love to have this available to me, but unfortunately my computer cant do anything with the file -_-

Again I apologize if this is a stupid question.
Just rename it to .zip and you should be fine.

That didnt work, it turned it into a continuous stream of .zip and .cpgz files -_-
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: harpo99999 on October 22, 2014, 03:32:40 AM
Quote from: the_hawkk on October 21, 2014, 11:38:22 PM
I have a pretty dumb question, as i'm new to this site. Is there a .zip file for this mod available? I'm a mac user and would love to have this available to me, but unfortunately my computer cant do anything with the file -_-

Again I apologize if this is a stupid question.
there is a link in the 7zip.org website for a couple of mac versions at http://www.7-zip.org/download.html
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: StealthHunterX on November 10, 2014, 09:54:49 PM
Hey Ive had this mod for a while and its a pain in the arse to draft and undraft colonists over and over. They get tired hungry and go insane. One suggestion i have for this mod is:Have it so Colonists will automatically go to target practise if they are a hunter with nothing else to do.
This will really help and people dont have to worry about watching their handfull of colonists.
Title: Re: [MOD] (Alpha 7) Target Practise (v.1.3)
Post by: skullywag on November 11, 2014, 03:27:30 AM
So make the target a workgiver with a bill for hunting on it...seems doable...only one issue. Hunters dont stop until they kill their target.

One way around it woukd be to have a "popup" target that just destroys the current object and respawns another...that would be quite neat infact..Itchy if you need a hand with this let me know. It might not be possible , theres a few things i dont know off the top of my head and im not near a pc to check. Would be an awesome upgrade.
Title: Re: [MOD] (Alpha 8) Target Practise (v.1.4)
Post by: ItchyFlea on December 12, 2014, 01:12:00 PM
Updated for Alpha 8.

I know it's a pain to draft the colonists to use this thing, but most of the things I can think of to improve this mod either require a .dll or simply don't work in a way that makes realistic sense. What I want to do is have these settable as a hunting target. So far I haven't had much success in that regard.
In the future this will be solved and this will be settable as a hunting target.
Title: Re: [MOD] (Alpha 8) Target Practise (v.1.4)
Post by: groznij on December 12, 2014, 08:13:30 PM
"404 attachment not found" when trying to download A8 :c
Title: Re: [MOD] (Alpha 8) Target Practise (v.1.4)
Post by: ItchyFlea on December 12, 2014, 09:28:17 PM
Quote from: groznij on December 12, 2014, 08:13:30 PM
"404 attachment not found" when trying to download A8 :c
Something's broken here on the forums. Will have to wait for Tynan to fix it.

EDIT: Have put up the file elsewhere for download. The OP has the new link.
Title: Re: [MOD] (Alpha 8) Target Practise (v.1.4)
Post by: jacob814 on December 24, 2014, 07:48:49 PM
I rely like this and am willing to re-texture the target if that is ok with you and if you make a melee dummie, I will texture that as well.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: ItchyFlea on January 09, 2015, 05:41:56 PM
This is a huge update that adds some much requested features.

First of all there's the training dummy. Like the shooting range, you set a bill on it for use. The training dummy is for training up the melee skill of your colonists.

And the biggest feature: A Shooting Range. No more having to manually tell colonists to fire at a static target. Instead you build the shooting range and set a bill on it (like a worktable) and watch your hunters use it to improve their shooting skill.
The rate at which they improve their skill is the same as if you had them shooting pirates.

The shooting range is modular, meaning you can build it to suit any size colony. It comes in 3 parts. A left side, a right side and middle pieces.
The middle pieces are where you set the training bill. The side pieces aren't actually required, but they do make the range look complete when included. Each middle piece is capable of training 1 colonist.
The range does not replace the floor, meaning you can also choose what the floor of the range looks like. You'll need to build the floor before you build the range.

I also want to give a big shout-out to Shinzy for all the new textures, and for working with my vague descriptions to make the textures look awesome.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Epyk on January 09, 2015, 05:53:28 PM
Quote from: ItchyFlea on January 09, 2015, 05:41:56 PM
This is a huge update that adds some much requested features.

Wow-o-wow. These updates are nice!

Very nice additions Itchyflea!
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Shinzy on January 09, 2015, 05:55:07 PM
Quote from: ItchyFlea on January 09, 2015, 05:41:56 PMI also want to give a big shout-out to Shinzy for all the new textures, and for working with my vague descriptions to make the textures look awesome.

I can confirm last sentence! It was like purchasing something from ikea and then furiously trying to put it together


Ee khee hee!
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: skullywag on January 09, 2015, 06:09:10 PM
omnomnomnomnom

That means awesome btw :)
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: skullywag on January 09, 2015, 07:33:31 PM
I missed the shootyness of the range so turned the pistol shot into a sustainer and added it as the work sound for the recipe, ill do some playing with the levels later to make it sound a bit more "rangey", Ive also started to add a new effecterDef with a custom texture for the casings but ill upload that later on as im not quite happy with it. Feel free to use this if you want obv. :)

Edit - ok reuploaded with better sound levels. Still might need tweaking but its better.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Epyk on January 09, 2015, 09:05:41 PM
The new additions are fantastic. Thanks for the update ItchyFlea
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: ItchyFlea on January 09, 2015, 10:48:29 PM
Quote from: skullywag on January 09, 2015, 07:33:31 PM
I missed the shootyness of the range so turned the pistol shot into a sustainer and added it as the work sound for the recipe, ill do some playing with the levels later to make it sound a bit more "rangey", Ive also started to add a new effecterDef with a custom texture for the casings but ill upload that later on as im not quite happy with it. Feel free to use this if you want obv. :)

Edit - ok reuploaded with better sound levels. Still might need tweaking but its better.

I didn't know that could be done without .dll coding. I'll give you credit in the OP.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Rock5 on January 16, 2015, 02:34:48 PM
This might be a stupid question but how do you make the dummies? I don't see it anywhere.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: ItchyFlea on January 17, 2015, 06:38:32 PM
Quote from: Rock5 on January 16, 2015, 02:34:48 PM
This might be a stupid question but how do you make the dummies? I don't see it anywhere.
They're in the security tab.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Rock5 on January 17, 2015, 10:55:49 PM
Ok, I see what I did. I downloaded the wrong version. That list at the end of the post is a bit misleading. Thanks for your help.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Rock5 on January 18, 2015, 08:34:15 PM
Something funny about rotating the left and right shooting range pieces. When they're rotated so the target end is to the left it flips up side down. It's still usable because you can put the left side on the right and the right on the left but still...
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: ItchyFlea on January 18, 2015, 09:20:58 PM
That annoys me too, but it has to do with how the game handles things facing left/right. There is no way around it unfortunately.

Since the left and right pieces are only cosmetic, it's fine to place the left one on the right side (and vice versa) when you're in that situation.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Rock5 on January 18, 2015, 11:12:06 PM
Thant's strange because other objects can be rotated. Oh well, like I said, it doesn't matter. It's still usable. Actually I'm not using the sides at all at the moment.

BTW I'm really happy with the mod. Happy to see the colonists have something to do instead of being idle. The only small annoyance I have is I sometimes forget to set the bill and it takes me a while to notice the added range isn't being used.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: skullywag on January 19, 2015, 03:09:53 AM
Itchy not sure if youre still using my sound tweak (im using my local version still) but theres a small bug if you are. Gunsounds continue after pausing, need to add the pause handler to the sounddef. Core has a few, if you cant find it let me know and ill paste up the line of xml (not near my pc right now). If yourr not using it ignore all of the above. :)
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Rock5 on January 21, 2015, 01:27:56 AM
What's with the sound anyway? I read posts about how it's been improved and sounds better but all I hear is a sort of hissing noise.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Epyk on January 21, 2015, 02:18:28 AM
Quote from: Rock5 on January 21, 2015, 01:27:56 AM
What's with the sound anyway? I read posts about how it's been improved and sounds better but all I hear is a sort of hissing noise.

That hissing noise is actually the exact sound you'll hear at a shooting range when honing your own shooting skills.   :D
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: ItchyFlea on January 21, 2015, 02:21:07 AM
Quote from: skullywag on January 19, 2015, 03:09:53 AM
Itchy not sure if youre still using my sound tweak (im using my local version still) but theres a small bug if you are. Gunsounds continue after pausing, need to add the pause handler to the sounddef. Core has a few, if you cant find it let me know and ill paste up the line of xml (not near my pc right now). If yourr not using it ignore all of the above. :)
I haven't included it in the mod as you said you were still working on the effecterDef. I have used it personally though and I do like it. :)
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: skullywag on January 21, 2015, 02:54:50 AM
Ah k. I have like 100 things im working on. Its on the list and i will get to it.
Title: Re: [MOD] (Alpha 8) Target Practise (v.2.0) (Upd: 10th Jan)
Post by: Draxis on January 21, 2015, 11:10:34 PM
Not sure why, but when i set up the ranges, I see different icons instead of the given art. Any idea on how to fix this?

Edit:
I moved it up in my load order using the load order mod and it worked, but then apparello started acting up. Strange.
Title: Re: [MOD] (Alpha 9) Target Practise (v.2.01)
Post by: ItchyFlea on February 18, 2015, 10:56:28 PM
Updated to Alpha 9.
Title: Re: [MOD] (Alpha 9) Target Practise (v.2.01)
Post by: ItchyFlea on February 20, 2015, 03:05:17 PM
Any discussion, bug reports, feature requests, etc, should be posted in this thread where this mod now lives: https://ludeon.com/forums/index.php?topic=10623.0

Thread locked.
Title: Re: [MOD] (Alpha 9) Target Practise (v.2.01)
Post by: FoxXeL on November 30, 2016, 09:33:42 AM
Is this going to be updated? Is there any mod like this for A15?