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Topics - SlimeCrusher

#1
Outdated / [A12] Weapon Effects[v1.2.0]
November 14, 2015, 03:47:55 PM
Weapon Effects
Formerly known as "Rocket Effects"
v1.2.0
General:
<----------------------------------------------------------------------------------------------------------->
Tired of those old spring-launched rockets with no residue smoke? Need a way to make firearms look nicer when shot? Don't know where that mortar shell came from? Don't worry, Weapon Effects will fix all that.
Adds new awesome effects to most weapons, like smoke trails for rockets and mortars, case-dropping firearms and sparking charge projectiles.

Doesn't modify any stats
Full Preview:
<----------------------------------------------------------------------------------------------------------->
-Doomsday rocket launcher:

-Triple rocket launcher:

Spent cartridge drops:

-[NEW!] Molotov Cocktails:

-[NEW!] Charge projectiles:

-[NEW!] Mortar trails:

Download:
<----------------------------------------------------------------------------------------------------------->
To install:
<----------------------------------------------------------------------------------------------------------->
.Simply download the mod, unzip it and drag it to your Rimworld/Mods folder. Make sure the folder setup is "Rimworld/Mods/Weapon Effects/Defs,Sounds,etc" and not "Mods/Weapon Effects/Weapon Effects".
.Then, boot up Rimworld and activate the mod via "Mods" menu.
.You don't need to make a new colony to use this mod.

THIS MOD IS INCOMPATIBLE WITH: Mods that modify pretty much any projectile code. They will load and work, but you'll get a console error (probably) and you won't see any cool effects
Changelog:
<----------------------------------------------------------------------------------------------------------->
v1.0: Initial Release.

v1.1: Added new casing drop effects on firearms
Changed name from "Rocket Effects" to "Weapon Effects".

v1.2.0: Added another digit to update number
Casings now despawn slower
Casings are now spawned at pawn's location (instead of 1 tick after firing)
Added new effects for charge projectiles
Added new effects for mortar shells
Added a new "secondary" sound effect to mortar shells wich plays JUST before impact
Added new "firetrail" effect for molotov cocktails
"Optimized" a bit of code (aka removed 1 class)

You just found the last message i'm making on the forums, hooray! You win a cookie. Bye fellow stranger. Don't worry, i'll come back when tynan does, i've gotten sick of modding. And no, i'm not going to update this again, too hard to code C# alone.
To do/Plans for future:
<----------------------------------------------------------------------------------------------------------->
-Add some kind of effect for charge weapons.  Done! (v1.2.0)
-Make this somewhat usable via XML for easier making of new effects. (for compatibility patches mainly)

-Make compatibility patches!
-Add a trail to mortars that spawns even when you aren't looking Done! (v1.2.0)

If you want to suggest a feature, do it, i need as many ideas as i can!  ;D
Licence and Credits:
<----------------------------------------------------------------------------------------------------------->

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

The mod "Turret Collection" by eatKenny was used as an inspiration for this mod, i used a bit of code from it as a base for developing the rocket effects(modified a lot of it), wich then evolved into casing drops (wich i made my own code!). Thanks to him ;D
Rocket sounds are heavily edited Battlefield 1942 rocket sounds (i like old games).
#2
Help / Apparel texture that isn't covered by head
October 24, 2015, 12:27:05 PM
Well, i'll make a bit more sense of that title.
I'm making a handheld modern shield, you know, those rectangle ones that cover the whole body. The problem is that ingame, the shield should be at the front of pawns, but the texture is behind the head, wich looks weird. In case that didn't make any sense, here's a screenshot (click to be bigger):

I also found out that jackets and such also cover the shield, as you can see...

Anyone knows if there's a way to make this work?
#3
Help / Wanting to code in a custom placeworker
October 18, 2015, 09:37:39 PM
I'm starting to look into DLL modding, starting with something simple. I want to make a building that you can only build on water, to generate power. But i can't really find any way to do this, i've tried a placeworker, they always seem to reference things though (and when i tried making a test placeworker referencing walls, i broke the object, even though i only changed a single word... whoops?). Is there any way to make it reference terrain instead of things?
To clarify, i don't have any experience on c#, so be gentle  :)
#4
Outdated / [A12] Specific Firearm Names
October 16, 2015, 07:59:51 AM
Specific Firearm Names
(SFN for short)
Alpha 12

General:
This mod changes most firearm names (wich don't include melee, as you might expect) to more realistic, less generic names. I also gave a few weapons their original names.
No other changes in stats were made.

Changes:

Pistol -> Colt M1911
Pump Shotgun -> Remington 870
Survival Rifle -> Lee-Enfield
Assault Rifle -> M-16 Rifle
Sniper Rifle -> M-24 Rifle
PDW -> Uzi
Heavy SMG -> TEC-9
Incendiary Launcher -> T-9 Incendiary Launcher
LMG -> L-15 LMG
Charge Rifle -> R-4 Charge Rifle

Downloads:

Basic: Works for vanilla weapons.
Combat Realism variant: Works only with Combat Realism mod, this mod is always loaded last.

Only have one of these active, don't activate both at the same time or you'll break things.

Compatiblity issues:
Currently, it will NOT work with mods that modify the "Weapons_Guns.xml" file, specifically the weapons wich i renamed. That means that if a mod changed the heavy charge blaster, it will work fine, but if a mod changes the assault rifle, there will be issues.

This mod doesn't work with your favourite mod for some reason? You get console errors? Tell me, and i'll hopefully make a compatibility patch, as long as the mod creator allows me to.

Notes:
Ask me before doing anything with this mod, or atleast let me know you're using it on your modpack. It's just a simple XML modification, do whatever you want with it.
#5
Help / Increasing weapon size
October 06, 2015, 06:06:00 AM
So i made an anti tank rifle for a mod i'm developing, but i ran into an issue.
The gun itself is so small it looks like a stick on colonist's hands. I've tried drawsizing it but it doesn't seem to affect it, even though it does affect projectiles.
Any idea on how i can make it bigger?
And yes, it's as big as it can be using GIMP.

[attachment deleted due to age]
#6
Outdated / [A12] Manual Turrets (v1.0.0)
September 23, 2015, 02:33:12 PM
Manual Turrets
Version 1.0.0 - First release!
Made by SlimeCrusher

Description:

This mod adds 5 new manned turrets to the game. I will let you this pic explain the mod for you:

Actually, you can craft ammo (not missiles though) on the "ammunitions table", wich is basically a slightly modified machining table, with the same graphics (i have the "lazy" trait)
Forgot to add:
Mortar barrage unlocks with "Mortars" research
AA gun unlocks with "Anti-Aircraft emplacement" research
Manual gun unlocks with "Manual turrets" research (necessary for rest of weaponry)
Anti-tank missile platform unlocks with, well "Anti-tank missile platform" research  (unlocks after unlocking each of the other turrets, with the exeption of Mortars)
Incendiary turret unlocks with "Incendiary turrets" research

Note:
I wasn't originally going to release this any time soon, but after seeing how people started to want manned alternatives for autoturrets, then i thought on releasing it. Though i believe i exagerated a bit on the amount of turrets...

Changelog:

Quote from: Manual Turrets version history1.0.0: First release!

Known Bugs:

.Colonists abort manning the weapons after taking damage. Either avoid getting damage, or micromanage every time a colonist gets shot. Or just wear shields. Can't really do anything about it, RimWorld AI...

Found a bug? Found a weapon underpowered*? Overpowered*? Let me know!

*taking into account stuff like research difficulty, ammo cost, work to build, etc... Not just DPS.
Download:
Mediafire (Direct)

Disclaimer:
You can use anything you like from this mod, just make sure to ask me first, or atleast let me know you're gonna use it!
#7
Help / Making bullet glow
July 19, 2015, 05:49:11 PM
I'm trying to make a flamethrower turret, but at night, the flames are really dark, i want them to be a little brighter so that they look like flames.
Is that possible with XML coding or i need to go deeper into DLL stuff?
#8
Outdated / [MOD](Alpha 10) Mounted Weapons (v1.0)
April 23, 2015, 02:18:15 PM
Mounted Weapons
Alpha 10
Current version: 1.0
Made by: SlimeCrusher
Introduction:
Tired of those weak, inefficient and costly little improvised turrets? Want more firepower to deal with those pesky mechanoids and tribals? Search no more! This mod adds a new weapon, the HMG (Heavy Machine Gun), in it's normal stance it's inaccurate and crappy, but once mounted it's a beast of a gun.
To mount it, research "HMG mount", then find an enemy that wants to cooperate by giving you an HMG (aka kill him), or just buy it from your local orbiting exotic-goods trader. After that, build the mount using your favorite metal, and some steel. You should be able to simply weld the gun to the mount.
It should look like this:

Steps to make it work (skip step 1 and 2 if you're not mounting it, rimworld limitations):
1. Buy/make some magazines in your ammunitions table, make sure they're full of bullets.
2. Insert the magazine, it should look like this:

3. Done, you're ready to fire at those pesky raiders, and they'll never know what hit them!

Graphical notes:
Those wooden rods are for using it while mounted, the bottom pistol-grip is for using it while not mounted. The thingy at the bottom of the barrel is a bipod, the mounted one has this tripod removed and is instead welded to that metal rod. I say this so that you don't go crazy.

Known bugs:
. Rarely, colonists will forget they were manning the machine gun and will stay doing nothing, it happens when they go to grab a magazine. Still not sure if it's a mod bug or just a RimWorld bug.
. Not really a bug, but the weapons say "Shell loaded/Shell not loaded" instead of "Magazine inserted/not inserted", i can't think of a way to change this, so you'll have to live with it...

Download:
Mediafire:
Simple
Direct Download

Quick notes:
This mod was created for the people that like manned turrets, but without all the stuff other mods offer, this is just the HMG, without any fancy stuff, to keep it simple. I will release some more content as an optional expansion though.
Found incompatibility with other mod you like? Find the HMG overpowered? Underpowered? Found a bug? Tell me, either PM or reply, and i'll try to fix anything!   ;) ;D
#9
Rim-Strike
Counter-Strike 1.6 weapons at the RimWorld.
Version 1.0b (hotfix).

Introduction:
This mod adds (a lot) of new weapons from the Counter-Strike universe (CS1.6, CZ and Source) to RimWorld. Currently it's just that, more weapons, no new factions and no apparel, but don't worry! The mod it's still in development, i don't really plan to add CTs and Ts but i may end up adding them, and i still have to add the dual berretas (graphics would look strange) and the smoke grenade (no idea how to add smoke), but the main weapons are added.

Credits:
SlimeCrusher, creator.
Valve Software, the sounds and names for the guns. (copyright free names yay)

Screenshots:

Left-Right, Top-Bottom: Knife (custom), Night Hawk 50C, 9x19 Sidearm, KM 45. Tactical (forgot to add silenced version), FiveSeven, 228 Compact, Leone YG1265 Auto Shotgun, Leone 12 Gauge Super, KM Sub-machine Gun, MAC-10, Schmidt Machine Pistol, ES C90, KM UMP45, CV-47, M4A1 Maverick, Silenced version of M4A1, Bullpup, Krieg 552, Clairon 5.56, IDF Defender, M249, Magnum Sniper Rifle, D3/AU1, Schmidt Scout, Krieg 550 Commando, Flashbang and HE Grenade.
(sorry for selecting Ana, kinda screwed up the image there... whoops)
Changelog:
v0.1: Main release.
v0.1b: Tweaked KM 45 Tactical and 9x19mm Sidearm, are now cheaper. Fiveseven now fires a single bullet per burst. Fiveseven does more damage and fires faster, to account for 2 bullet burst lose.


Download:
Download from Dropbox

Installation:
Unpack the .rar file and copy "Rim-Strike" folder to your "Rimworld/Mods" folder, then activate the mod ingame via the Mods menu.

Known bugs:
None at the moment. Report (pm me or reply) if you find any bug! ;)

Notes:
The mod may have bugs, and may be unbalanced, so play at your own risk! :D
If you find anything out of place, tell me so i can get it fixed (ex: grenade explosion with shotgun sound (actual bug found in testing :p))
#10
Genetically-Engineered Creatures
v1.0.0

Introduction
The first time i saw the description of the megascarab, it described how they were made to combat mechanoids, and how they were found without its "deadlier cousins".
That's what i'm offering, 5 new creatures, all genetically engineered, specifically for fighting mechanoid invasions. The creatures are: the Hazardant, has a strong armor, is fast and is hard to hit, but it delivers low damage, the Longworm, a weak and slow worm with big mandibles that spits a stream of acid, the Pincercrab, a small crab with very sharp pincers and a tough caparace, the Gigascarab (actually its a stag beetle), sporting huge mandibles and a really tough shell, these are the megascarab warriors, and last but not least, the Berserker, a huge genetically modified human, has super-human strenght and is much more deadlier. It is also really tough.

Authors
-SlimeCrusher

Additional credits
-Gearbox software: Berserker sound effects (burrowed from HL:OpFor's gonome)

Changelog
V1.1.0:
Added Berserker
V1.0.0:
Added Hazardant
Added Longworm
Added Pincercrab
Added Gigascarab


How to Install
Outgame: Decompress the .rar file you downloaded, then copy-paste the "GenEngCreatures" into your Rimworld/Mods folder.
Ingame: Activate the mod via "Mods" option in the main menu, then make a new world.

Known Bugs
.These pawns will spawn on the crashed ship part, there is no way to fix this.

Download
V1.1.0 Click to Download

Notes
The only pawn with a custom body type is the Hazardant, i already made the longworm and pincercrab bodies, but for some strange bug, they die with a single hit, so i didn't include them, they use a placeholder "BeetleLike" body though.
If you find any important bug, tell me so i can fix it, i hadn't had time to play this on a colony, just tested via dev menu, so i appreciate any feedback on how this mod performs. Please note that these creatures will attack only from day 45.
#11
Help / Pawn dies instantly
February 24, 2015, 04:50:45 PM
Edit: Ok fixed the negative coverage value thingy, but the instant death persists.
What happens is that when my custom pawn gets even the slightest damage possible, it dies... Even though no vital part was damaged, nor broken, what did i do wrong? My ant pawn works ok, but for some reason the crab doesn't like it's new bodyDef  :P
Help?
#12
Outdated / [MOD] (Alpha 8) More Mechanoid Weaponry (v1.0)
February 14, 2015, 10:54:22 AM
More Mechanoid Weaponry
Version 1.0
Introduction:

After being attacked by mechanoids a lot of times, i thought that the charge blaster, minigun, inferno launcher and charge lance were getting quite old, and after a while you can easily take them out. Then i remembered war mechs in movies and games, with grenade launchers, flamethrowers, and all that powerful stuff, and wondered "What if centipedes and scythers actually had those weapons?". Then, i made this mod. It adds 2 new weapons that mechanois use: A Flame-Thrower and an Automatic Grenade Launcher.
You can get the flamethrower if you kill a scyther with it, but you won't be able to rip off the grenade launcher.
(This mod may be merely an excuse to rest a bit from making half rim 1 lol)
Sorry if the name is "suspiciously" similar to the "More Mechanoids" mod, i just couldn't think of a better name :P

Author:
-SlimeCrusher

Features:


Flame-Thrower: A not very powerful mechanoid weapon, it fires flames quickly. Be careful, the flames have a very high radius of burning (forced miss radius)!

Automatic Grenade Launcher: A very powerful weapon wielded by centipedes, it fires 6 HE shells at high speeds. It is designed to rip apart static defenses such as turrets, and to destroy slow moving targets. A single burst can kill a human in a matter of seconds, if not, leave him incapacitated.

Ingame screenshots:
Click them to expand.


Here they come!

Look at those FLAMES!

We're getting a lot of casualties here!

Download:

Click to Download v1.0

Note:
You're free to use anything from this mod, but only if you give me credit, and ask before doing anything.
I plan on adding a few more guns but i'm out of ideas, if anyone has an idea for a gun, tell me and i may add it if i like it enough!
If you find any bugs, tell me so i can fix it ASAP (shouldn't be any bugs though, this just adds 2 guns)
#13
Outdated / [MOD] (Alpha 9) Half-Rim 1 (v0.5.1b)
February 12, 2015, 04:20:30 PM
version 0.5.1b

Introduction:

This mod is a recreation of Half-Life 1 (not hl2), it adds new enemies, factions, weapons and buildings, all from the original 1998 release (so no HD pack stuff sorry, only the hecu helmet is hd-based), this mod is still a WIP and needs a lot of tweaking, so play at your own risk. You will have to make a NEW WORLD to play this anyway.
This mod is a WIP, but should be ready to play, i still need to add 1 or 2 more factions, but don't worry, i'll try to add alot of stuff per release so you can play without having to update every 2 days.

Credits:
Coding: SlimeCrusher
Textures: SlimeCrusher
Inspiration: Valve co.
Sounds: Valve co.
Black Mesa: Source team (hivehand pickup sound)

Current content:
Note: Most of these textures are FINAL, BUT! If you have even better textures, contact me and i may add them if i think they fit well enough. (will credit you of course)
(shinzy? joeyslucky22? anybody? lol)

.Weapons: They all come from the original game.

(left-right)MP5SD, Glock 17c, Colt Python, Crossbow, Crowbar, Gluon gun(hopefully will added for next release), Tau Cannon, Hivehand, Mk2 Grenade, RPG, Satchel(hopefully will added for next release) and SPAS-12

.Creatures: They all come from the original game too, they were vanillazed (i.e chopped their arms and legs off)

(left-right) Alien Grunt, Alien Slave (i refuse to call them vortigaunts), Snark, Headcrab, (WIP) Houndeye (i need to find a way to implement sonic attack, it lacks sounds) and Bullsquid.

.Apparel: They all come from the original game, most textures are placeholder, so if anyone has got better textures, tell me!




(left-right) Balaclava with skigoggles, miltary beret, (placeholder textures) camouflage shirt, fingerless gloves, HECU gas mask, glasses and security guard helmet.

Changelog:
V0.1: Initial release
V0.2: Added WIP headcrab pawn
Added WIP HEV helmet
Added weapons: SPAS12, RPG, Crossbow (special sound effects for the RPG).
V0.3: Finished headcrab pawn.
Added (WIP, needs sounds) Alien Grunt and Snark pawns.
Added Hivehand weapon, rebalanced RPG.
Added (WIP) HEV Mk.IV suit, HECU Gas mask and Camouflage shirt.
V0.5: Finished Alien Grunt pawn
Rebalanced Snark, no longer explodes (very buggy so i had to remove it) and are now easier to kill.
Added HECU faction called "the government" (bug: may spawn 2 hecu factions in a single map)
Rebalanced HECU RPG, it is now much more powerful, but not OP.
Rebalanced Tau Cannon, it fires faster, it used to be REALLY inaccuarate, and with the reload time, it made the gun useless.
Added Mk.2 Grenade.
Added "Make plastic explosive" recipe (plastic explosive is useless atm, will be used to craft satchels)
Added Mixing Table
Added Potassium Chlorate item
Added Petroleum Jelly item
Added Mockup Plastic Explosive item
Added Alien Slave pawn (i refuse to rename them "vortigaunts")
Added Bullsquid pawn
Added (just textures) Houndeye pawn. (I have no idea how the sonic attack will work.)
Temporarly removed HEV suit and helmet, will readd once i have better textures.
Added apparel: Glasses, Balaclava with skigoggles, fingerless gloves and beret. Fixed gasmask clipping through the "wide" head texture.
Modified glock graphic, now ACTUALLY looks like a glock and not like an usp45
Added building "HECU Sentry turret", a turret with low health, but its cheap and fires fast, it also explodes in a smaller radius. (comparing to generic turret)
Plus some extra little stuff i forgot.
V0.5.1:Updated to Alpha 9.
Added Houndeye pawn without sounds (wip).
Added Security guard helmet.
Rebalanced weapons so they match vanilla weapons.
Started working on Half-Rim: Opposing Faction expansion pack, not included ATM.
Fixed wrong version date (0.4 instead of 0.5.1) in "About.xml".
This update isn't very big, i just wanted to get it updated with Alpha 9 so i could work on other stuff.
V0.5.1b: Readded grenade and crowbar, i accidentally deleted them [s]because i'm an idiot[/s].


Ingame screenshots:

(Click them to make them bigger)


In this image you can see all buildings, items and weapons added in the mod.

Xenians coming! (bullsquids, headcrabs and a slave)

Ditto.

HECU soldiers (balaclava soldiers wield spas 12, the rest mp5)

Download:

Click to Download (Dropbox)

How to install and play:
-Unzip the files using winrar, winzip or 7zip, and copy the files to your Rimworld/Mods folder.
-Activate the mod ingame via "Mods" menu.
-Create a new world and colony, otherwise you will not find any stuff that this mod offers.
-Enjoy the unfinished world of Gordon Freeman!

Known Issues:
N/A, I'm sure there are quite a bit of issues here and there, so if you do find one, tell me and hopefully it'll be fixed!

Incompatible with:
Anything that overwrites the pants def, i'm lazy to make camo pants.

Note:
While i CAN make textures myself, i struggle to make torso apparel that looks good, and i can't code in C#, so if any artists/coders are passing by, i would love any help i can get.

Please, leave feedback on what i should tweak and modify, to make it better for everyone! I can't make a mod if no one ever leaves feedback, for me it means that even if i put alot of work into it, no one will ever care, but right now i'm still doing progress, so if you liked to play this mod, leave your opinions on how i could make this mod better, it helps alot!  ;)
NEW- I took a bit of a rest from making this, but i should start working on it in a few days. Sorry :P
#14
Help / Glasses?
February 10, 2015, 11:36:06 AM
I've tried making a decorative apparel, glasses.
The problem is, that when its worn, the pawn becomes bald! I know the reason this is implemented (so hair doesn't clip through hats and stuff), but is there a way to turn it off?
#15
Help / Specific item for a recipe?
February 07, 2015, 05:40:42 PM
Ok, i've been trying to add a recipe to my mod, that is: Mixing "potassium chlorate" and "petroleum jelly" gives "mockup plastic explosive" (i saw an article that said you could do plastic explosive this way). But when i get into the code, i notice that i can only put categories as ingredients, and not specific defs, so i get errors on the console while trying to load the mod. (couldn't resolve cross-reference to Verse.ThingCategoryDef named PetJelly/PotChlorate)

Any way to make the recipe use specific ingredients instead of categories? Take as an example the More Mechanoids mod, when you reprogram a crawler, you use plasteel, a dead crawler and an AI chip, something like that is what i need.
#16
Help / Need help with a proyect
February 04, 2015, 05:12:34 PM
Hello, so as you may know, i'm developing the Half Rim mod, but i can't make everything myself, so i thought on asking, is there an artist out there that could help me make some textures? I really tried to make body armor that looks good, but i just can't get it right, and i really need someone with experience on this stuff.
I have no problem with pawns or weapons currently, its just apparel that bugs me  :-\.

If someone is willing to help PM me, or just reply to this topic. If you're not an artist but know C# coding (Even just a little), you could also help, as i can't understand a single bit of C# code  :P

(I asked for help on the main HR1 topic, but got no luck, so i hope here i get more attention lol.. Is it the correct place to ask for this kind of stuff? :p)
#17
Help / Faction doesn't appear to work
January 28, 2015, 02:09:38 PM
I made a custom faction and made a custom pawn i made use it, but i can't see the faction on the debug menu (Using "raid from"), i don't know what's wrong as there are no errors on the console...
Also, the pawn itself works, but it behaves like a squirrel, completely ignoring my colonists when it should attack them  :-\

Here's the code from BaseFactionDefs:
Quote<?xml version="1.0" encoding="utf-8" ?>
<FactionDefs>




  <!-- Special non-humanoid factions -->

  <FactionDef>
    <defName>Xen</defName>
    <label>xen</label>
    <description>bla</description>
    <pawnsPlural>xenians</pawnsPlural>
    <requiredCountAtGameStart>1</requiredCountAtGameStart>
    <fixedName>xen</fixedName>
    <raidCommonality>67</raidCommonality>
    <humanoidFaction>false</humanoidFaction>
    <hidden>true</hidden>
    <canFlee>false</canFlee>
    <techLevel>Ultra</techLevel>
    <startingGoodwill>
      <min>-100</min>
      <max>-100</max>
    </startingGoodwill>
    <naturalColonyGoodwill>
      <min>-100</min>
      <max>-100</max>
    </naturalColonyGoodwill>
    <spawnGroups>
      <li>
        <selectionWeight>100</selectionWeight>
        <kinds>
          <li>Headcrab</li>
        </kinds>
      </li>
    </spawnGroups>
    <homeIconPath>World/FactionHomes/DefaultHome</homeIconPath>
    <homeIconColor>(150,150,150)</homeIconColor>
  </FactionDef>



</FactionDefs>
What did i do wrong? I literally just copy-pasted the code from "a mechanoid hive" faction and changed it a bit...
#18
THIS POST IS ABANDONED

All news for Half-Rim 1 will be posted on this new post for now on:

https://ludeon.com/forums/index.php?topic=10360.0

(im not sure if i should keep this post or simply delete it, but just in case i'll keep it)
I'm still looking for artists, so if you want check out the main page.
#19
Help / "No resolved grains"? [FIXED]
January 22, 2015, 05:43:27 PM
I've made a little mod that adds a revolver, may release it if i add some more weapons.
The problem is, there's this annoying error that pops up every time the weapon shoots, it says "Cannot play ShotRevolver (subSound UnnamedSubSoundDef_: No resolved grains.", wich is strange since the sound plays correctly...
This is the xml file:
Quote<?xml version="1.0" encoding="utf-8"?><DefPackage-SoundDef>


  <SoundDef>
    <defName>ShotRevolver</defName> 
    <eventNames /> 
    <maxSimultaneous>1</maxSimultaneous> 
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Clip">
            <clipPath>PythonShot</clipPath>
          </li>
        </grains>     
        <pitchRange>
          <min>0.936413</min>       
          <max>1.084783</max>
        </pitchRange>
      </li>   
      <li>   
        <volumeRange>
          <min>10.58823</min>       
          <max>10.58823</max>
        </volumeRange>     
        <pitchRange>
          <min>0.9311765</min>       
          <max>1.137647</max>
        </pitchRange>     
        <sustainLoop>False</sustainLoop>
      </li>
    </subSounds>
  </SoundDef>


</DefPackage-SoundDef>

Any help please?  :(
#20
Help / Pawn too small
December 27, 2014, 11:19:47 PM
Yup, just finished coding in my pawn (A tank) and when i get ingame, it is too small, even smaller than a colonist... Any way to make it bigger? I've tried using <bodySize> but it doesn't appear to be doing anything, i remember it worked before, but now it doesn't. Any help?  :-\