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Messages - dniwe_kore

#1
Mods / Re: What would make the game easier to mod?
February 26, 2017, 06:58:11 AM
i wanted add new armor type to minimize stun duration, instead of blunt armor type. But because of DamageDef
public DamageArmorCategory armorCategory;
i can't. I'm bad at coding, but i guess vanilla DamageDef takes armor types from vanilla DamageArmorCategory. And if i'm going to add new armor types, i guess i should add them into vanilla DamageArmorCategory, changing CSharp library.
Also i guess interface takes values from DamageDef, so adding my own DamageDef will cause more stucks for me.
Of course i can change default types of armor(blunt+sharp to pysical, free blunt to blinding defence for stuns), but having opportunity to add new will be useful and good.

I'm sorry, if i'm wrong and if atm i aleady can add armor types.

[attachment deleted by admin due to age]
#2
Mods / Re: What would make the game easier to mod?
February 24, 2017, 09:38:34 AM
can you please move DamageArmorCategory and other damage/armor stuff into xml's from .dll? It will make modding/adding weapons and armors more vary, and modding/adding types of damage/armor much easier and handy.
#3
Help / How to deal with that(armor category in DamageDef)
February 24, 2017, 09:26:39 AM
i just wanted to add some stunning damage types to the game.
everything looks good, but i can't add additional armor type("armor - blinding" to mitigate blinder-type stuns).

DamageDef has public DamageArmorCategory armorCategory;, that means damage can be mitigated by armor types, included in DamageArmorCategory from vanilla .dll; because of that damage type never see my cute new armor types

so what to do with this? create another "new" DamageDef_new in my own .dll and use it in xml's? Will it cause bigger problems with tooltips/interface?

changing vanilla .dll is very bad idea, i guess.

[attachment deleted by admin due to age]
#4
Help / Re: help me with .dll
February 24, 2017, 06:28:08 AM
THANKS! you saved alot of my neurons. Sadly, but you sacrificed some of yours. Truly heroic act.

problem now doesn't exist, but anyway burst-melee and one-use nades both doesn't work. Amen.
#5
Help / Re: help me with .dll
February 24, 2017, 02:09:17 AM
  <ThingDef ParentName="BaseMeleeWeapon_Sharp">
    <defName>MeleeWeapon_GreatSword</defName>
    <label>greatsword</label>
    <description>Ultimate two handed weapon of knights. Cut off heads for holy order.</description>
    <graphicData>
      <texPath>Things/Item/GreatSword</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractPistol</soundInteract>
    <costStuffCount>240</costStuffCount>
    <statBases>
      <WorkToMake>44000</WorkToMake>
      <Mass>4.9</Mass>
      <MeleeWeapon_DamageAmount>34</MeleeWeapon_DamageAmount>
      <MeleeWeapon_Cooldown>4.2</MeleeWeapon_Cooldown>
    </statBases>
    <equippedAngleOffset>-25</equippedAngleOffset>
    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttackCoMo</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <meleeDamageDef>Cut</meleeDamageDef>
      </li>
    </verbs>
   <equippedStatOffsets>
      <MoveSpeed>-1.2</MoveSpeed>
      <WorkSpeedGlobal>-0.12</WorkSpeedGlobal>
   </equippedStatOffsets>
  </ThingDef>
#6
thanks for answers)

it's just uncommon - continueing painting with mouse in gimp and using nothing else. I've tried this and found it veeery ineffective - slow and extremely unenjoyable. But that's me.
#7
Help / Re: help me with .dll
February 24, 2017, 01:53:49 AM
wow thanks for your time
i added new verbs for weapons, for melee greatsword and grenade flashbang bomb, both in misc folder
namespace inside verbs calls CombatMove, dll calls CombatMove, mod calls CombatMove

[attachment deleted by admin due to age]
#8
i already dowloaded artpack, and already used gimp)
just wondering what people use for art. i use gimp and mouse on desktp and autodesk sketchbook+fingers on tablet, sometimes it's painful. so you painting with mouse in gimp?

[attachment deleted by admin due to age]
#9
can i ask, what soft and devices do you use?

how do you think, should be some perspective in rimworld arts, or it's ok ortography only? I just gonna try make armor in blender and use model screenshots as art(i suck at painting thing in 3 views)
#10
Help / [Solved] help me with .dll
February 23, 2017, 03:37:30 AM
so i created .dll by Haplo's tutorial/example(thanks!), just added two new verbs
using System;
using Verse;

namespace CombatMove
{
    public class Verb_LaunchProjectileOneUse : Verb_LaunchProjectile
    {
        protected override bool TryCastShot()
        {
            if (base.TryCastShot())
            {
                if (this.burstShotsLeft <= 1)
                {
                    this.SelfConsume();
                }
                return true;
            }
            if (this.burstShotsLeft < this.verbProps.burstShotCount)
            {
                this.SelfConsume();
            }
            return false;
        }

        public override void Notify_EquipmentLost()
        {
            base.Notify_EquipmentLost();
            if (this.state == VerbState.Bursting && this.burstShotsLeft < this.verbProps.burstShotCount)
            {
                this.SelfConsume();
            }
        }

        private void SelfConsume()
        {
            if (this.ownerEquipment != null && !this.ownerEquipment.Destroyed)
            {
                this.ownerEquipment.Destroy(DestroyMode.Vanish);
            }
        }
    }
}
- one use grenade projectile
and
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Verse;
using Verse.Sound;
using RimWorld;
using UnityEngine;

namespace CombatMove
{
    public class Verb_MeleeAttackCoMo : Verb_MeleeAttack
    {
        protected override int ShotsPerBurst
        {
            get
            {
                return this.verbProps.burstShotCount;
            }
        }
    }
}
- same as default melee attack verb, but not ignoring <burstShotCount>, just for test.
Added .dll in my mod, added new verbs to weapons, but game can't find verbs(red errors in debugger).

So can you help me? https://www.dropbox.com/sh/bjt7ohqbx6iqpnw/AABRlbYmz_MRlR0nIc3s1iVSa?dl=0
#11
Help / Re: What Kinds Of Mods Are Needed?
February 21, 2017, 04:39:48 AM
insect helm easy to make. just cut heads from mega spider .png's and helmet done.
armor little harder(i guess not harder, longer) because humams can be thin, normal and fat and you have to make three different .png's
#12
Help / stun and multistrike melee
February 12, 2017, 09:25:26 AM
STUN
only "Stun" and "EMP" damage types can stun pawns. by few manipulations i figured out that only damage types with Defnames "Stun" and "EMP" can stun, any damage type with absolutely same parameters but with different name will not stun. So, somewhere is some code that makes damage with those names can stun. Where?

MELEE
assault rifle can fire three bullets per attack. Is it possible to add something like this to melee weapons? blunt weapons that have long warmup time > several fast attacks > long cooldown will be good, becouse same overall dps, but less lethal. And many options and variety for other melee. Is it possible?

<burstShotCount>X</burstShotCount>
<ticksBetweenBurstShots>X</ticksBetweenBurstShots> - didn't work
#13
Help / new surgery recipe unavailable
February 11, 2017, 11:45:13 AM
added new surgery recipe, hediff, bodypart item, recipe to machining table, everything but surgery is fine. Surgery recipe unavailable in new game too.
dowloaded EPOE and looked .xml's, didn't find anything that i didn't change/add in my own mod

i have alive healthy colonist with natural shoulders, i have empty med bed, i have several medics, i have my "hybrid bionic arm" in stockpile(and it's available for use by colonist), i can sell that new bodypart to trader

but can not create surgery "order", i also have vanilla bionic arms, and there is "install bionic arm"

i also tried add my bodypart using other recipes(simple prosthetic arm) and it works without any errors, colonist got new shoulder and melee damage boost, so only trouble is recipe availability

please explain where i made mistake, i can not find it
https://www.dropbox.com/s/ytpskb6z92z62yy/DeadlyMiniguns.zip?dl=0

found it! should add recipe in "races_humalike"