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RimWorld => Mods => Topic started by: GarthVader on December 04, 2016, 09:12:26 AM

Title: Mod Request - Xenomorph incident.
Post by: GarthVader on December 04, 2016, 09:12:26 AM
A ship of unknown origin crash lands near your colony containing a very formidable enemy. She is a queen and begins laying her eggs immediately. Her offspring soon hatch and seek out host that can incubate and grow soldiers for their queen. The Hatchlings soon come across a herd of Muffalos, dumb and defenseless the Muffalos make perfect host. The Hatchlings attach themselves to the faces of the herd sending them into a coma while they lay their seeds. A day later the Hatchlings life cycle is over and the herd awakens from their slumber. But now inside of them, a new threat is growing.....

Your colony is under attack, Xenomorphic soldiers spitting acid at your doors, your brave men fire with everything they have at the swarm. Cid, your best shooter manages to to kill one at point blank range, acid blood goes everywhere covering him with acid burns and needs to be rescued. But it is too late for Cid a Xenomorph captures him taking him back to the hive. The rest of your colony fights on, eventually after a tense battle, they kill enough Xeno's forcing them to retreat back to the hive...for now...

Oh and they mostly come out at night..mostly. 
Title: Re: Mod Request - Xenomorph incident.
Post by: Pink Omega on December 04, 2016, 09:16:33 AM
The ideia is really great, i'm a noob modder for now but I think that this is too complex to mod...
Title: Re: Mod Request - Xenomorph incident.
Post by: GarthVader on December 04, 2016, 09:22:13 AM
You could give it a go  ;D
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 06, 2017, 03:17:41 PM
I need to learn how to code/mod to do it. I can sprite already though.
So I've made some xeno sprites, I just need to take some time and look at how incidents are made. No promises now, but if someone wants to collaborate, we can release a mod on workshop. I am interested in doing it myself though, it's about time I get into Rimworld modding.

I am not that great of a spriter and it took me like 15 minutes to make these, but at least they seem to look fitting to the Rimworld theme:

(http://image.prntscr.com/image/cc3c5ca697fb47b6a428bd86f02bc2ad.png)
Title: Re: Mod Request - Xenomorph incident.
Post by: XeoNovaDan on January 06, 2017, 04:04:35 PM
Yeah, we need a Coder to make this happen. *Looks towards the solitary Comms Console in the shadowed corner, covered in cobwebs and dust*
Title: Re: Mod Request - Xenomorph incident.
Post by: NethanielShade on January 06, 2017, 06:44:17 PM
I know enough coding to bring your xenomorphs alive in game as hostile pawns and all, but not enough to make the events and stuff.  :'(
Title: Re: Mod Request - Xenomorph incident.
Post by: Smexy_Vampire on January 07, 2017, 05:08:10 AM
dont let them rats eat your small pets to become a full runner or prothion :D
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 07, 2017, 07:53:26 AM
Quote from: NethanielShade on January 06, 2017, 06:44:17 PM
I know enough coding to bring your xenomorphs alive in game as hostile pawns and all, but not enough to make the events and stuff.  :'(
Yeah, I would rather make them appear invisible and also kidnap your pawns.
Currently I am looking at how Star Vampires are done in the amazing Cults mod (btw check it out, it's really cool). I better learn by example :).
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 07, 2017, 09:11:40 AM
So apparently adding new races/pawns is fairly easy. I've managed to put them in the game and make them supposedly terrific fighters, but now I need to learn how to properly code in a natural ranged weapon (acid, burn damage), and then learn to code incidents.

(http://image.prntscr.com/image/49e30db7000b4858a46af78e86a892f2.png)
Title: Re: Mod Request - Xenomorph incident.
Post by: lacrimi512 on January 07, 2017, 09:27:06 AM
Quote from: Deon on January 07, 2017, 09:11:40 AM
So apparently adding new races/pawns is fairy easy. I've managed to put them in the game and make them supposedly terrific fighters, but now I need to learn how to properly code in a natural ranged weapon (acid, burn damage), and then learn to code incidents.


I think you will need two kind of Xenomorphs (Drones in this case) One who fights, other who spit acid, just like the cthulhu (There are two kind of Mi-Go's)
Title: Re: Mod Request - Xenomorph incident.
Post by: lacrimi512 on January 07, 2017, 09:35:14 AM
And I think, for now, just make the Drone. If you are aware of the Alien Universe, you will know that where there's no Queen in the hive, the drones put eggs instead.
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 07, 2017, 09:51:41 AM
Oh yeah, I do plan to make different types of aliens (drones, warriors, runners etc) but I am more interested in learning how to make it play with incidents first. I will also need to make more different sprites to make it interesting.
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 07, 2017, 10:32:13 AM
I started a thread about it:
https://ludeon.com/forums/index.php?topic=29240.0

This way I am more motivated to actually do and finish it :).
Title: Re: Mod Request - Xenomorph incident.
Post by: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 07, 2017, 03:56:09 PM
Quote from: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Thanks. I am wondering how to make it not drop though, like some weapons of mechanoids. I will figure it out when I wake up.
Title: Re: Mod Request - Xenomorph incident.
Post by: Kajin on January 07, 2017, 11:51:28 PM
Can we have two different kinds of these events? One where it's a strong, lone xenomorph running around killing people and one where it's a bunch of weak ones charging your base en masse? Basically the difference between the first movie and second movie.

Quote from: Deon on January 07, 2017, 03:56:09 PM
Quote from: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Thanks. I am wondering how to make it not drop though, like some weapons of mechanoids. I will figure it out when I wake up.
What if you treat it like fire explosion?
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 08, 2017, 11:31:23 AM
Quote from: Kajin on January 07, 2017, 11:51:28 PM
Can we have two different kinds of these events? One where it's a strong, lone xenomorph running around killing people and one where it's a bunch of weak ones charging your base en masse? Basically the difference between the first movie and second movie.

Quote from: Deon on January 07, 2017, 03:56:09 PM
Quote from: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Thanks. I am wondering how to make it not drop though, like some weapons of mechanoids. I will figure it out when I wake up.
What if you treat it like fire explosion?

I figured out how to spawn Manhunter xenomorphs. I also made various types of them already. So it's just a few lines of code and the incident can be whatever.

I don't get it what you mean by "like fire explosion". Do you have some example of a code how would it work and how to trigger it?
Title: Re: Mod Request - Xenomorph incident.
Post by: Kajin on January 09, 2017, 09:29:29 PM
Quote from: Deon on January 08, 2017, 11:31:23 AMI don't get it what you mean by "like fire explosion". Do you have some example of a code how would it work and how to trigger it?
The boomalope fiery explosion on death? That's what I was thinking of. Figured it would be easier to model a xenomorph's acid blood after that than it would be to have it throw invisible weapons that vanish after hitting the target.
Title: Re: Mod Request - Xenomorph incident.
Post by: Deon on January 10, 2017, 04:10:21 AM
Ehh.... No? You have weird imagination. I just made a weapon that disappears when dropped, and shoots projectiles that burn when hit.
Title: Re: Mod Request - Xenomorph incident.
Post by: megatech2795 on January 11, 2017, 09:22:39 PM
this sounds like an amazing mod. I would love have something like this in my rimworld! keep up the epic work guys! looks to be an amazing mod from an amazing set of people! thank you to all the coders, spriters, and mod makers of rimworld for being awesome!
Title: Re: Mod Request - Xenomorph incident.
Post by: vgex on January 11, 2017, 10:01:27 PM
So I was dabbiling in the code, why not do a copy of like the Infestation code, replace some sprites, rework some of the code I think there is a mod that improves the infestation by making it where every once and a while the infestation bugs go manhunting, I would assume then some code would be needed to redo the whole infestation event such as changing how they reproduce and such, along with maybe changing the sprite for the actual hive. Just a thought.