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Messages - aditaja

#1
Releases / Re: [1.0][MODLIST] My Simple Useful Mods
November 22, 2018, 09:21:02 AM
i have a question about replace stuff mod, for ver 1.0 why i cant' build wall or anything else over the ore/minable things ? it's just me or anybody have a same problem with me ? because before on B19 it's still orking perfectly
#2
Mods / Re: {Mod Request} Glowing Projectiles
January 07, 2015, 11:18:59 AM
Quote from: S4NDBE4R on January 06, 2015, 02:47:32 PM
Hey, so i just dug into the actual light defs. It looks like all you will need is this little bit of code here.

    <comps>
      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>0</glowRadius>
        <glowColor>(0,0,0,0)</glowColor>
      </li>
    </comps>

You'll want to put that at the end of the bullet base for your weapon. DO NOT put it in the actual labeled bullet def for the gun, this way it will track the bullet, preventing a graphical error. So it should look something like this.

  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
    <comps>
      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>4</glowRadius>
        <glowColor>(217,0,0,0)</glowColor>
      </li>
    </comps>
  </ThingDef>

Of course changing out the glow color numbers will result in different colors. Right now it's set at red. Hope this helped

-Edit:

With all that said, changing BaseBullet will affect all bullets in the xml. So if you're wanting different colors, or having a mix of glowing and non glowing, make sure you have all new xmls for each type.

No , dont use it at the projectile data , use it like this

<ThingDef ParentName="BaseBullet">
    <defName>Bullet_Pistol</defName>
    <label>pistol bullet</label>
    <graphicPath>Things/Projectile/Bullet_Small</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <DamageAmountBase>10</DamageAmountBase>
      <Speed>55</Speed>
    </projectile>
    <comps>
<li>
<compClass>CompGlower</compClass>
<glowRadius>5</glowRadius>
<glowColor>(199,22,164,0)</glowColor>
</li>
    </comps>

  </ThingDef>

it will make bullet color like picture that im post before , and for specific bullet type ...
PS: sorry for my bad english ...  ;D
#3
Mods / Re: {Mod Request} Glowing Projectiles
January 06, 2015, 08:40:59 AM
Did you mean like this
#4
Mods / Re: [Mod Request] Self-Doctoring
January 06, 2015, 07:52:49 AM
maybe you can use this , <naturallyHealed>true</naturallyHealed>