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Messages - Shrimpy

#1
Help / Adding in new colonists?
September 28, 2014, 12:12:18 AM
Hello,

I'm working on a mod that adds in new characters into the game as colonists, visitors, pirates etc, with new backstories.  However, I'm not sure on how to do this.  I created a .xml file like this:

<?xml version="1.0" encoding="utf-8" ?>


<PlayerCreatedBios>

   <PawnBio>
      <Name>
         <First>John</First>
         <Last>Smith</Last>
         <Nick>Smith</Nick>
      </Name>
      <Gender>Male</Gender>
      <Childhood>
         <Title>PlaceholderChildhood</Title>
         <BaseDesc>NAME lived a PlaceholderChildhood.</BaseDesc>
         <SkillGains>
            <li>
               <key>Research</key>
               <value>1</value>
            </li>
            <li>
               <key>Cooking</key>
               <value>1</value>
            </li>
         </SkillGains>
      </Childhood>
      <Adulthood>
         <Title>Placeholder Adulthood</Title>
         <TitleShort>Placeholder</TitleShort>
         <BaseDesc>As an adult, NAME lived as a placholder.</BaseDesc>
         <SkillGains>
            <li>
               <key>Research</key>
               <value>2</value>
            </li>
         </SkillGains>
         <SpawnCategories>
            <li>Slave</li>
         </SpawnCategories>
         <BodyNameGlobal>Male</BodyNameGlobal>
      </Adulthood>
   </PawnBio>


</PlayerCreatedBios>


No .xml errors are encountered, yet I am unable to spawn in my new colonist using Dev tools.  Am I missing something here or am I just really unlucky in getting my colonist to spawn?

Thanks
#2
Outdated / Re: [MOD] (Alpha 6): Arsenal Mod
September 13, 2014, 09:46:52 PM
I changed the name of the .zip

Quote from: AY on September 13, 2014, 02:24:30 PM
Quote from: Shrimpy on September 13, 2014, 08:59:03 AM
Weapons List:
   Desert Eagle
   MP5
   Steyr AUG Para
   G36E
   AK47
   FN FAL
   SCAR-H
   SVD
   AWM
   M79
   FN Minimi (M249(
   M2 Browning
   Pancor Jackhammer

There seems to be some repeats with weapons already in Project Armory, does it change any aspects of them?

The .xmls used a single PA weapon def. as a template.  I just copy pasted, then renamed and changed the values.  I don't know how similar they'd be to the PA versions though.  Originally I used the .xml template on the wiki but that's outdated and threw up a bunch of errors.

The sprites were done from scratch.
#3
Outdated / [MOD] (Alpha 6): Arsenal Mod
September 13, 2014, 08:59:03 AM
This is my first mod, it still needs testing, however enjoy

Install: Just Drag and drop into the mods folder in your Rimworld directory, run Rimworld, click on mods and enable Arsenal Mod
Uninstall: Disable Arsenal mod in the mod menu

Feel free to modify this mod or use any of its contents in your own mod, just link to the original author.

I used Project Armoury as the basis for my XML's (http://ludeon.com/forums/index.php?topic=1950.0)

Enjoy!

Weapons List:
Pistols & Revolvers
   Flare Gun
   Desert Eagle

Machine Pistols & Submachine Guns
   Machine Pistol
   MP5
   Steyr AUG Para

Assault Rifle
   G36E
   AK47
   ACR

Carbines/Compact Rifles
   Ots-14 Groza

Battle Rifles
   G3
   FN FAL
   HK 417

DMR's
   M14 DMR
   SCAR-H
   SVD

Anti-Materiel Rifle
   Gauss Rifle
   AWM

Grenade Launcher
   M79

Grenades
   High Explosive
   Incendiary
   Stun

Light Machine Guns
   FN Minimi
   Ultimax-100
   M27 IAR

Medium Machine Guns
   PKM
   M240

Heavy Weapons
   M2 Browning
   Mk19

Other
   Stun Gun
   Electro Magnetic Rifle
   Training Rifle
   Checkpoint Rifle
   Pancor Jackhammer

Feed back would be appreciated

Thanks

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