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Messages - Kenny Dave

#1
Help / Re: Changing unit move speed
July 21, 2019, 01:50:30 PM
Is it possible to have floor movement speed greater than 100% based on floor tiles?

I'm looking at this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1547692203&searchtext=fences+and+floors

with sensor panels which used to do this. I can change the walk speed in the description to greater than 100%, but on testing the movement is the same as 100%.

The method I used is to get the walk speed displayed as greater than 100% is a negative value for the <pathcost>. Which used to work, in either 0.18 or 0.19. Not sure which, I didn't have a colony in 0.19.

Thanks if you can help!
#2
Thanks Canute. Yes, I managed to do that, and created a (poor) texture and had all the XML stuff on it, it isn't a particularly useful thing to use without the C# apparel behaviour though. Although I am... you can see them just to the right of centre on this:

https://steamcommunity.com/id/Kenny_Dave/screenshot/945075898069445628

It's not a great texture, it's not transparentified but greyscale, and should always be green and open with hay in I think. But I could probably work that bit out.



#3
Is it? Not on the steam version I have. Is there a newer version somewhere?

I can change what goes in which item in XML ok, and create a new crate easily enough. But weapons don't stack and behave as apparel does is my issue as I can't change the C# code. I think I can probably identify the bit of C# code that's relevant, but not much more than that. The code has an if statement for item type apparel. It's not linked to the object, but the item type. All of the different objects use the same C# code.

https://steamcommunity.com/id/Kenny_Dave/screenshot/945075898077077515
#4
Extended storage: excellent mod, love it. Thank you so.

One thing: is there a reason that there isn't a weapons storage crate? It seems a bit odd to have everything nicely organised, then weapons all over the floor.

I thought I'd have a go at making one myself using the code as a way to learn a bit about modding, beyond doing the plague gun thing and buying a couple of general books. But it ideally needs to handle the weapons as apparel is handled, and that's in C#; I don't seem to be able to do anything about that with the latest release being compiled only, and decompiling proving unsuccessful. I'm really at the start of learning anything, although I have a lot of rusty experience with VBA from a previous life. I managed to add it in using XML and some 3rd rate art but it behaves in the A16(?) way.

I hope it's not rude for me to try and work with someonoe elses code, if it is it's because I don't know what I'm doing. It was only for myself and my learning, not to release.
#5
Outdated / Re: [B18] RT's Weapon Pack
January 31, 2018, 04:42:35 PM
Thank you for the mod, I enjoy it greatly. I know about weapons that I thought I ever would now.

The BAR M1918 says "can also be used on a defence complex"; what does this mean? Is it CE related?
#6
Thanks Zookes, but the link doesn't seem to be working. or is it just me?

Edit: it was just me, being impatient. Thanks!
#7
Thanks BlackSmokeDMax.
#8
Mod bugs / Re: Game crashing randomly
May 29, 2017, 07:03:28 PM
Mineitall.
#9
Mod bugs / Re: Game crashing randomly
May 27, 2017, 09:36:02 PM
+1 for me too I think. I'm watching the memory usage climb; it crashes with visual errors at about 3 and a half Gb usage with my computer.

Saving closing and reloading from the main menu resets the memory usage as a short term sort of fix.

https://pastebin.com/Jis3RYjN