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Topics - xanatosxan

#1
I have a question for those more versed and experienced in .dll modification than I am currently. Over the last few days I've been trying to find what segment of code makes the boomrats explode on death and while after scouring the games main .dll I've found the main segments:


// Verse.RaceProperties
public void PostLoadSpecial()
{
if (this.deathActionType == DeathActionType.ExplodeFlame)
{
this.deathAction = delegate(Pawn p)
{
GenExplosion.DoExplosion(p.Position, 1.9f, DamageTypeDefOf.Flame, p, null, null);
};
}
}


Here is where I start to have questions. Should I assume that with the boomrats' death blast radius being to the adjacent squares around it is due to the segment[p.Position, 1.9f] and if modified that that would increase or decrease the explosion radius according?
Second, While I know how to change the damage type of the explosion triggered would there be a way to add in a second damage type without altering the first? If not is there a way to dummy code( like maybe recreating the second half of the code to match everything but the damage type) to trigger both types of damage?  Thank you in advance for any advice, tip or hints you could possibly give me. Any assistance is appreciated as I'm currently still trying to learn the basics as I go and could use whatever helpful information and guidance people would be willing to offer. 
#2
I just finished the main template for my standard Arachnid body. It's based off the anatomy Warrior Bug but I used the anatomy of the praying mantis to name the fore leg segments.  the .xml so if someone would be willing or wants to look over it and give me tips or hints on the structure if any of it is done correctly or out of order. Also, in regards to building the bodyparts.xml I noticed that the body parts for humans, animals and mechanoids function differently according to various<activities> input especially for legs and arms. For Body structure I've set up I'm setting the limbs up to function similarly to how humanoid bodies move and function as per the commands. I may have to post what I currently have of the bodypart.xml as well but does anyone know off the top of their head if I am correct in assuming that the creature will move and function correctly.   

Also just to make clear, if you like the body.xml please ask me if you can use, modify for mods beyond your own personal use.



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#3
The first one I think I have solved after looking at the scyther charge lance but just to make sure and save myself some extra work. To make an animal breath fire/shot mortar type rounds/ or explode as part of their attack I would have to build a weaponsdef.xml to simulate those 'projectile' based abilities correctly in the same manner that the scyther and the charge lance are set up? Am I correct in that assumption? Also, does anyone know where I can locate the boomrat's deathactiontype so I can take and modify it for one of my creatures? I haven't been able to locate it within the def files folder.
#4
I've been looking through the mods on forums and I noticed that we don't have an insect infestation( though there are many great mods) and I was wondering if it would be possible craft the different types of bugs seen in the Starship troopers franchise.  I am for the most part sure that I can make the xml part of  the mod but I do not know how to make the textures for the various bugs and their functions and I'm not entirely sure how to make the various incidents for specific type bug assaults and sieges I have swimming around in my brain. I can attempt to make the assemblies for those myself but that may take a a while longer if I couldn't get assistance on it as I am still learning c#(though it seems more tedious than actually hard). 

Ideas I currently are:
-the Warrior bugs as the main fodder force, melee force
- The tanker beetles as the slower, more heavily armored mid ranged shock troop( think of a flame-throwing, fleshly centipede-esqe type enemy)
-The Plasma beetles as the the super-long range but very inaccurate mortar type enemy that are very slow moving but more heavily armored to protect against retaliation from colonist mortars.
-either the kamikaze bugs or the blister bugs make up the final role.( or just add in both to fit the kamikazes act as quick and squishy grenadiers while the blister bugs act as the mid-range "regular" fire troops.)
- maybe add in the control bugs but I think that they would require a corresponding incident akin to zombie making and as such requires potentially a lot of coding so maybe save that for a later date.My thought on that incident though is that during the infection the colonist(s) would have a large custom made thought penalty to show the control bugs effects on the colonist(s) thought process potentially leading to more breakdowns(maybe even making it tiered to represent different levels of the infection if possible), then when or if the infection succeeds the colonist(or whoever is infected) would explode with more control bugs seeking to proliferate their ranks. The control bugs would be squishy and easy to kill but with would appear in large numbers. They would also be very agile and one bite or scratch from the bug could possibly lead to larger, more persistent issues for the colony proper down the road if not properly maintained.( Flamethrowers are your friend :P) I am not sure if this event would even be possible though.

The type of incidents I have in mind if possible:
- a special drop pod type assault for the arachnids maybe meteors, on a transport bug or oaganic looking drop pods.
- also in the same line of thought would it be possible to create a self propagating mini-raid type nest(similar to miniami's mech cocoons and raider command posts) or a space part event
- A special siege using the plasma bugs instead of building mortars. is this possible? Can this be done through just a custom think tree
- the aforementioned control bug incident
-Would it be possible to create the brain eating, talent stealing brain bug to act as a special assault incident in which the brain bug acts as a hive mind core( similar to Apothecarius' mod for the colonist's hive mind except implemented for the arachnids through the brain bug event) that goes around to the wounded colonists-raiders-prisoners and takes their brains/kills them to supplement the current arachnid invasion forces abilities? kill it to drop their skills back down to a manageable level. Alternatively is make it as a very slow moving and easier to kill unit that spawns rarely among the arachnids but that grants a boost to the arachnids skills/thoughts over time but demoralizes them if killed. The demoralizing part could be left off if that would make raids with the bugs too easy.
Either way I'm not sure how viable the brain bug actually is which is why I mentioned it here and not in the Arachnid potential faction list.

I guess what I am asking is if I took time to build the xmls would someone be willing to build the textures and maybe the assemblies for the incidents?  As I said at the beginning of the post I could try my hand at the assemblies part but I don't know if I would be able to make them very well as I'm still learning c#. Feedback and ideas on potential content as viability of incidents would be much appreciated if possible.