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Messages - skullywag

#5416
Quote from: mrofa on September 09, 2014, 05:57:01 PM
Im  asking thats why "?" :D

Well im using forceincap in the dll for when the weapon hits so the multiplier does nothing here. Not entirely sure on its inner workings of im honest, i guess it multiplies some chance based on other stats.

Also updated...now has a flamethrower!

Edit - bah keep forgetting to add to traders...updated.
#5417
Quote from: mrofa on September 09, 2014, 04:30:20 PM
Small question, do "this.dmgdef.incapChanceMultiplier = 100f;" works the same like forceIncap, as it require certian % of hp to work ?

Are you asking me if it does that, or are you saying i should use it instead?
#5418
Help / Re: Help updating mod
September 09, 2014, 05:09:42 PM
Yeah i spotted that and already fixed it, its still underlining the Explosion part in red.
#5419
Outdated / Re: [MOD] (Alpha 4E) Dwarf Colonists (v0.2)
September 09, 2014, 05:08:17 PM
Woops, no idea how this ended up here. apologies, random post is random.
#5420
Help / Help updating mod
September 09, 2014, 03:52:34 PM
Im having a crack at updating Mechatronics and am most of the way there, just a couple of hangups in the DLL that I cant seem to find their replacements/updates:

if (this.connectedToTransmitter != null)

I dont even know what connectedToTransmitter was supposed to do??? TransmitsPower maybe?

Ahah got that one:

if (this.def.ConnectToPower != null)

-------------------

this.story.adulthood.workDisables = 9141;

It doesnt like the number 9141 as im guessing it doesnt exist in the worktags enum anymore, anyone know what worktag 9141 is now or used to be or anything?

Fixed this one, defined the backstories myself.

-------------------

this.playerController.workSettings.InitialSetupFromSkills();

Says workSettings doesnt exist inside playerCOntroller but it does as far as I can tell

Fixed that one with:
this.playerController.pawn.workSettings.InitialSetupFromSkills();

-------------------

this.psychology.Loyalty.set_curLevel(100f);
this.psychology.Happiness.set_curLevel(100f);
this.psychology.Fear.set_curLevel(0f);


there doesnt seem to be these inside Psycology anymore, anyone know what they should be now, tried mood to no avail?

Thanks to Haplo below this ones done.

-------------------

if (this.health <= 0)
                {
                    Explosion.DoExplosion(base.Position, 1.9f, DamageTypeDefOf.Bomb, this);
                }


Moaning about Explosion not existing in the current context, was this replaced with something?

Again thanks to Haplo below this ones done.

--------------------

if (Find.get_TickManager().tickCount % 100 == 0)
            {
                this.healthTracker.Heal(1);
            }


.Heal is now?

Ive fixed the rest so its just the ones above im having issues figuring out.
#5421
Found another small bug, fixed it.
#5422
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 09, 2014, 12:56:17 PM
I have had a look and it seems its just some def and dll tweaks. Nothing major, i got this :)

Almost got it to a point where it runs, just need to fix a couple of things I dont have the historical knowledge of Rimworld modding to fix, so ive logged a post in help, if anyone can solve these I reckon ive got this:

http://ludeon.com/forums/index.php?topic=6052.0
#5423
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 09, 2014, 02:29:43 AM
Ill take a look at his when im home tonight. Cant promise anything but i can at least take a look.
#5424
Bah i foobared the zip, ive uploaded a new one and for your troubles have some stun grenades :)
#5425
Help / Re: Help with compile error
September 08, 2014, 06:51:22 PM
yeah i realised that was the case, was using the wood tweaks mulcher code as a base to learn how to use resources from a hopper, what i totally forgot was removing the parenthesis so as to not call it as a method...derp! All good now, just got my first DLL mod out a simple stungun, has my own injury and damage defs and hit handing...now onto crazier stuff :)
#5426
Outdated / [A9] Skullywags Weapons, Tools and Trinkets
September 08, 2014, 06:47:38 PM
For clarity this used to be MoreWeapons, ive decided to split it up into single mod format so people can pick and choose what they want, this thread will contain all my weapons, tools and other such stuff.

So without further adieu:

Fire Extinguisher - Area effect weapon, will tackle fires and cause frostbite damage on enemies. Can reach centre of large buildings.

Download FireExtinguisher

Flame Thrower - Area effect weapon, will set fire to whatever it hits, doesnt hit hard but causes flame damage that sends enemies into panic.

Download FlameThrower

Flare Gun - Fires a very bright flare that lights up an area or catches target on fire if it hits, slow moving projectile. Remember you have a bonus to shooting if the enemy is lit up.

Download FlareGun

Land Mine - Self arming land mine, once placed arms in 30 seconds and will explode when anything gets near it, even friendlies, use with caution.

Download LandMine

Revolver - Large pistol able to deal massive damage if it hits, slow to fire.

Download Revolver

Mp5 - Sub machine gun, fires faster bursts than an M16 but doesnt hit as hard, slightly more accurate at medium ranges.

Download Mp5

Rail Gun - High powered long ranged rifle that will vaporize most targets if it hits, insta kill. Costs a LOT though.

Download RailGun

AK47 - Traditional AK, fires in slow bursts of 4 but hits hard due to the high caliber.

Download AK47

TAR21 - Medium caliber bullpup assault rifle, fires in bursts of 3.

Download TAR21

SA80 - Medium caliber highly accurate, fires quickly in single shots.

Download SA80

RPG - Rocket Propelled Grenades explode like grenades but you can fire em further, simples.

Download RPG

Tomahawk - A thrown axe, does major damage if it hits, needs to be picked back up once thrown.

Download Tomahawk

ShapedCharge - An explosive device that removes roofs, an explosion will take mountain roof to thin and another will take thin to open sky.

Download ShapedCharge

Non-Lethals - These are in 1 mod

Tazer - Knocks most enemies out in a few hits, melee weapon.

Stun Grenades - Grenades that stun targets for a few seconds, keep multiple on target and you can stun lock enemies.

Stun Gun - Inaccurate gun with long cool down, get close to make sure your opponent gets hit, instant knock down.

BeanBagShotty - A shotgun modified to fire bean bags, capable of stunning most targets.

Download Non-Lethals

If you have any requests for stand alone stuff like this please let me know, enjoy!

Oh and if you want them all:

ALL THE THINGS!
#5427
Bugs / Traders and weapon descriptions
September 08, 2014, 06:33:38 PM
Adding a weapon to the game and setting a description adds that description to guns on the ground and whatnot but the trader "info" button shows "fires a bullet" which is the default description of the parent "BaseHumanGun". Unless ive messed something up.
#5428
Outdated / Re: [MOD] (Alpha 6) More Turrets
September 08, 2014, 12:11:08 PM
Quote from: Zeta Omega on September 07, 2014, 09:04:29 PM
Non lethal turret?

As in you want one? Has higher chance to incapacitate?
#5429
Help / Help with compile error
September 07, 2014, 06:14:45 PM
Hi all,

getting back into some c# in a loooooong time and I cant fathom what im doing wrong here, im getting lots of messages on build like:

Error   1   'RimWorld.CompPowerTrader.PowerOn.get': cannot explicitly call operator or accessor   \Building_Generator.cs   16   35   RimWorld_MyMod

code in question is just:

public bool GotLogs
    {
        get
        {
            return this.powerComp.get_PowerOn() && this.HasLogsInHopper;
        }
    }


Ive got lots of others like this and they all seem to be in "verse", am i doing something dumb...I feel like i am.
#5430
Outdated / [MOD] (Alpha 7) More Turrets
September 07, 2014, 04:21:21 PM
DOWNLOAD FROM MY GITHUB:

https://github.com/Skullywag/Rimworld-Mods (download zip and grab the mod you need)

Me again,

This is a simple mod which contains some extra turrets, a simple pistol pole powered by a potato, it shoots slightly slower than a pawn and is obviously stationary and has little health. and a flamethrower turret, good close range, needs power and sets stuff on fire, does no impact damage though as it shouldnt.

Pistol Pole takes 1 pistol,  1 potato, 1 wood log and some metal...Better than nothing....
FlameThrower takes a flamethrower and 200 metal.