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Topics - The_Fallen_One

#1
Help / Need help finding the directory of verb_shoot
March 05, 2016, 06:41:26 AM
I need help finding the directory of verb_shoot. I cannot find it in the source c# files and I kind of need it to modify some properties of projectiles. I am assuming its in the ThingDefs c# file but I cannot find it. I have spent about 2-3 hours looking for it now and have decided it is either hidden or mixed up in all of the defs so if anybody could point me in the right direction it would be gladly appreciated.
#2
Help / Remove all turret scatter
March 03, 2016, 04:01:59 PM
Hi guys

I need a bit of help, I am trying to make a turret's projectiles imitate a laser beam, however I have removed all inaccuracy that I could find but I still have a small scatter on the 1 tile the turret is attacking. If anybody knows of a way to make it so that all of the shots hit the centre of the tile or something because it looks quite bad and it looks like it will be too difficult to texture the shots in a way it wont show up. I have looked around and cant find anything that seems to relate to this.

If anyone has any ideas it will be gladly appreciated. Also if anyone knows whether this is hard coded into the game please drop a comment.
#3
Help / Rimowrld.SquadAI error (Fixed)
January 23, 2016, 10:59:35 AM
Hi I am currently creating my own mod however I have currently run into a large problem with something that seems to conflict with the squad ai. Whenever I load any of my saves, I get a message and a glitched out screen. This does not happen when I create a new game, but will happen if I save that game and reload it. Here is a picture of said screen with the error message. Also, I should mention that my mod is a turret mod and does not touch the squad ai to my knowledge. I cannot find where the squad ai is stored or I could possibly figure this out.



If anybody has any idea on what is going on or where the squad ai files are stored, please help. Thanks in advance.
#4
Outdated / [A15] Heavy defences 0.87 (09/09/2016)
December 24, 2015, 02:20:11 PM
Heavy Defences

 

Description:

**Description update soon**

A small mod that adds a number of defences. It is in its early stages so any feedback is highly appreciated. I am planning on adding more turrets, artillery, colonist weapons and defensive barriers.

Currently, I have created 5 new turrets and 6 artillery pieces. The improved turret, advanced turret, minigun turret, laser turret, flamethrower turret, the total destruction version of the minigun turret, the heavy artillery (variants: standard, incendiary, E.M.P. and rapid fire), the rocket artillery and the rapid fire artillery version for total destruction. The improved turret has a higher fire rate, higher burst count, slightly more range and more health than the vanilla turret and the advanced turret further this. The minigun turret has poor accuracy but an extremely high fire rate, The laser turret is the opposite, with a high accuracy but relatively low fire rate. The heavy artillery is more accurate, more damaging and has a slightly faster reload time, The different variants show their damage type and the rapid fire shoots multiple smaller projectiles. The rocket artillery fires a volley of 6 highly explosive rockets and requires no ammunition and is fully automated. There are research projects to unlock the respective structures.

This mod also adds some new traps to slow and kill you invaders. There are the new heavy dead fall trap and the shallow boggy marsh tiles now added to do this as well as an E.M.P. I.E.D. to deal with those pesky mechanoids. The heavy deadfall trap has a higher chance to activate and kill and the bog tiles slow down anything that travels over it.

Also it adds some new, stronger walls, doors and sandbags that allows for more resistance against attacks, especially sapper attacks where they will quickly burrow through normal walls, but not these.

There are also some new guns that have been added to the game. The junker (cheap and pretty much useless), the double barrelled shotgun with a sawn off variant (similar to the pump shotgun but with a few stat changes and 2 shots), the flamer and heavy flamer (flamethrowers that set the ground and targets on fire (heavy flamer shoots more and faster but reduced movement speed)), the grenade launcher (launches explosive projectiles that explode on impact) and the plasma rifle (a charge rifle esq sniper rifle).

---Total Destruction---

Total destruction is a small endgame research option that used my first few attempts at modding each of the defence types (and massively overshooting their strength) that requires the rest of my research paths to be completed. It includes some defences designed to decimate anything that fights you.

The minigun - A minigun that instantly locks on and fires at your enemy dealing fast and high damage. Great for dealing with swarms of enemies as it has no cool down and will continually mow through your enemies.

The artillery - An artillery piece with a rapid fire barrel. It shoots 5 shells, requires no ammunition and has a very quick cool down and a large shell explosion. Leaves gaping holes in an assault force any almost ensures victory if used.

The land'nuke' - A landmine with a large explosion. Stand back, this is your only warning.

If anybody has any feedback or requests on what I should add in future, feel free to ask!

If you wish to add this to a mod pack, please ask for my permission first.

0.77 is for A12 and features my gun crafting system, which I removed in 0.78 for A13 in favour of the new core system.

Author
The_Fallen_One

Download
http://www.nexusmods.com/rimworld/mods/104/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmoddescription%2F%3Fid%3D104%26preview%3D&pUp=1

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Credits

skullywag for his amazing code for flame-throwers which without mine would not work.