Turrets Use Shells
Description:To add a bit of realism to the game of RimWorld, this mod makes turrets require shells to fire. (1 shell per bullet)
Changelog
//Version 0.2
--> Extra XML code to define what resource it uses
--> Extra XML code to define what the storage unit is called that will hold the resources
--> Extra XML code to define the search radius for the resources and storage unit.
//Version 0.1
--> Turrets now use shells for every 1 shot.
--> WeaponLoader (Hopper) which allows shells to be placed in them, turrets require a "WeaponLoader" with "Shells" iinside it for it to work.
--> Bullet consumption is now decided by the "burstShotCount" verb found in the xml def therefore can be easily used by modders!
Planned:
- Way to craft shells
- Turret that uses metal to shoot
- Mod re-name (Too match all future content)
Mod Team:- Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481) - Code
For Developers, to use this mod:I am more than happy to have people use this mod within theirs as long as credit is given and I am notified about it's use, same rules apply for modpacks.
As of v0.2, turrets now include 3 extra XML lines where you can tell it what resources it uses, what's the name of the hopper/storage that will be holding those resources and what radius it searches for the storage containing the resources.
Downloads:
- Turrets use shells v0.3 (http://www.mediafire.com/download/7n84ezh5b92yy17/TurretsUseShells.zip)
If turret shot burst it will use 1 ammo per burst ?
Edit:
Ahh me being stupid just reading the assembly sorry :D
Thanks for this one Cal :)
This is cool thx calum :)
can you maybe include the source?
Quote from: Blackjack1000K on May 21, 2014, 12:59:42 PM
can you maybe include the source?
ILspy mate, thers no point of adding .cs if they both have the same thing.
Quote from: mrofa on May 21, 2014, 02:36:22 PM
Quote from: Blackjack1000K on May 21, 2014, 12:59:42 PM
can you maybe include the source?
ILspy mate, thers no point of adding .cs if they both have the same thing.
ILSpy messes some of these codes up.
nice - if raiders also now knew to ignore a turret that was out of ammo.
Can you add Rocket turrets, or cannon turrets with extreme high range and damage, but very low rate of fire. They will use shells or rockets.
The next version of my mod will have cannon turrets.
Im also planning on adding Rocket Defenses,
Edit: i forgot to include the link
http://goo.gl/uJTALx
Quote from: WolfgangPolska on May 22, 2014, 08:28:12 AM
Can you add Rocket turrets, or cannon turrets with extreme high range and damage, but very low rate of fire. They will use shells or rockets.
This (http://ludeon.com/forums/index.php?topic=2349.0) mod got a sniper turret that act like, cannon one you descriped
However the sniper turret doesn't use bullets. Blackjacks cannon however. Does.
Quote from: Cala13er on May 22, 2014, 01:14:25 PM
However the sniper turret doesn't use bullets. Blackjacks cannon however. Does.
In both cases you got ready code so its not hard to make sniper turret use bullets :D
Was thinking of adding it to clutter turret but i dont know how to make that bullet stack and hopper detection range higher atleast not yet :D
Quote from: mrofa on May 22, 2014, 03:19:08 PM
Quote from: Cala13er on May 22, 2014, 01:14:25 PM
However the sniper turret doesn't use bullets. Blackjacks cannon however. Does.
In both cases you got ready code so its not hard to make sniper turret use bullets :D
Was thinking of adding it to clutter turret but i dont know how to make that bullet stack and hopper detection range higher atleast not yet :D
Wait so you want it to detect shells in a hopper within a higher radius and use them instead of only shells in an adjacent hopper? That's not too hard.
It wont be a hopper but yes thats my general idea.
Quote from: mrofa on May 22, 2014, 03:59:26 PM
It wont be a hopper but yes thats my general idea.
That's pretty easy, wanna message me with more details? I can whip one up for you.
Quote from: Blackjack1000K on May 21, 2014, 10:45:40 AM
Thanks for this one Cal :)
If you want to re-download it Blackjack you can now change what resource it uses, what the hopper/storage is called and the search radius in which it looks for these using the extra 3 XML lines :)
Alrighty then Thanks! :)
added on version 2.5
Quote from: Blackjack1000K on May 24, 2014, 06:58:55 AM
Alrighty then Thanks! :)
added on version 2.5
No problem mate :)
I cant seem to get it working
[attachment deleted by admin: too old]
Quote from: Blackjack1000K on May 26, 2014, 01:09:51 AM
I cant seem to get it working
Because you've changed parts you shouldn't of.
<ThingDef Class="ExtraHopperDefs, Building_Cannon" ParentName="BuildingBase">
Should be
<ThingDef Class="ExtraThingDefs, TurretsUseShell" ParentName="BuildingBase">
<thingClass> Building_Cannon</thingClass>
Should be
<thingClass> Building_TurretGunUsesAmmo</thingClass>
Mind if I use this as the core of a larger mod?
Quote from: Psyckosama on June 02, 2014, 03:29:17 PM
Mind if I use this as the core of a larger mod?
As long as credit is given, sure.
Do you want me to quickly update this to Alpha 4 for you?
Hey, I would like a mod that works off of this, Basically a new turret that you research that uses explosives(missles?) as ammo, Completely separate from your standard improvised turret, Maybe you could make it?
Quote from: Avsnoopy on June 05, 2014, 09:39:21 PM
Hey, I would like a mod that works off of this, Basically a new turret that you research that uses explosives(missles?) as ammo, Completely separate from your standard improvised turret, Maybe you could make it?
That would be fairly easy :), will add it in a further update :)
Updated to Alpha 4 due to multiple requests.
Damn just updated the mod :D
Thanks mate :)
Quote from: mrofa on July 02, 2014, 06:55:17 AM
Damn just updated the mod :D
Thanks mate :)
Alpha 5 version is ready, will release it as soon as Alpha 5 releases.