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RimWorld => Releases => Mods => Outdated => Topic started by: SlimeCrusher on June 10, 2014, 06:55:14 PM

Title: [MOD] (Alpha 4F) Flamethrower II
Post by: SlimeCrusher on June 10, 2014, 06:55:14 PM
The Flamethrower Mod II

Introduction:

As some of you may remember, there was a mod called the "Flamethrower" mod (http://ludeon.com/forums/index.php?topic=2318.0 (http://ludeon.com/forums/index.php?topic=2318.0)), wich basically added a flamethrower and a cryothrower, sadly that mod is currently DEAD...
Now that Alpha 4 is out, i decided to work on it again, but because of how outdated it is, i basically started from scratch, to create, well, the Flamethrower Mod II!
Currently is on a very alpha state, i want to remake everything that was on the original mod, and then go and add more things, such a Military Flamethrower, a Biothrower and maybe even add custom raiders and a custom event! Also note im the original creator of this mod.

Features/Changelog:
(New!) Version 0.5:
-New gun: Biothrower (Still a WIP, needs a sound)
-Fixed the sound on the Flamethrower
Version 0.1:
-New gun: Flamethrower.

Todo list:

-Add different types of flamethrowers.
-Fix the sound (Yea, that still persists :p) and check if the sound i choose is nice to hear.
-Add a custom event.
-Add a pyroman raider (if possible).

Mod team:

Currently im developing this myself, but help is appreciated :)

Images:


(That images only show the Flamethrower, i can upload the other weapons too, but its more fun to find out yourself!)
Download:

Expect an unfinished, and probably not working as expected mod, please bear in mind that this is just an alpha.
Click here to Download Flamethrower II Version 0.5 (https://www.dropbox.com/s/408xv5zxymcgbc9/Flamethrower2.rar)
Important stuff:

Please don't redistribute without my permission, you can modify it for personal use if you want, but if you want to publish a modified version of this mod ask me first. Its fine if you use the idea, actually, the idea is not mine, i found it on a post Entityofsin did, he was talking about a healing laser that could use multiple "bullets" to simulate the effect of a laser.
Title: Re: [MOD] (Alpha 4F) Flamethrower II
Post by: moredrowsy on June 10, 2014, 09:10:19 PM
Great job. Will the line of fire dmg everything in its path, including your own men?
Title: Re: [MOD] (Alpha 4F) Flamethrower II
Post by: Garen on June 10, 2014, 09:19:41 PM
sounds awesome could the enemies with the thrower(s) be mid game mechanoids?

also maybe a late game one that uses all of them?
Title: Re: [MOD] (Alpha 4F) Flamethrower II
Post by: dragon2112 on June 11, 2014, 01:53:23 AM
if enemys have flame throwers could there be a way to put out colonists who are on fire faster?
Title: Re: [MOD] (Alpha 4F) Flamethrower II
Post by: SlimeCrusher on June 11, 2014, 05:50:18 AM
The fire line currently acts  as a stream of bullets, it only damages things on its "end"
Yea, i may think on instead of adding a raider, add a mechanoid! :D
I don't actually know about that one, but currently its not very OP, it deals 1 damage per bullet "flame" and it barely burns, so yea :p

Edit: A little bit of an update, got the Biothrower working nicely, currently its a green creature that vomits acid, right now its just the Flamethrower with a different texture, a different bullet, increased damage, decreased bullets per shot (If you don't know, the flamethrower basically is a weapon that shoots bullets at a very fast rate, and those bullets are disguised as flames) and decreased fire rate.
Next up is the Military Flamethrower :D
Title: Re: [MOD] (Alpha 4F) Flamethrower II
Post by: SlimeCrusher on June 12, 2014, 10:38:16 AM
Update 0.5 is done! Added the biothrower i was talking about and fixed the sound on the flamethrower, and some other tweaks i may not remember :D
Check the OP (Opening page...) to download it
Title: Re: [MOD] (Alpha 4F) Flamethrower II
Post by: Geoblazer5 on July 14, 2014, 11:21:04 PM
Update for alpha 5 plz!  :D