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Messages - skullywag

#5431
Help / Shared Resource Library
September 07, 2014, 03:20:03 PM
Something I am keen to see done in this modding community (which im now part of YAY!) is to get a shared resource library together. In its purest form id like it to consist of contrib code (DLLs, Defs, textures etc...) not sure how to handle where to put it or whatever but for now here is as good a place as any i suppose.

As an example of the things I think it should contain.

Cala13er has put together a non power requiring compGlow, this allows you to add glow effects to your stuff without it needing power, simple, effective.

http://ludeon.com/forums/index.php?topic=3960.msg38868#msg38868

and as stated i just put:

<li>
<compClass>CompGlowerX</compClass>
<glowRadius>6</glowRadius>
<glowColor>(0,370,0,0)</glowColor>
</li>


in my thingDef and voila green glow. Any code that can be made generic like this and then allows a modder to use XML to play with it is extremely useful. I hope this doesnt come across me sponging off the community, I plan to contribute to this as well (my C# is rusty but its ok).

Thoughts?
#5432
Outdated / [MOD] (Alpha 9) More Blasting Charges
September 07, 2014, 01:26:27 PM
Hi all,

Just started modding today (about an hour ago actually).
Its all this mods fault!

I chucked this together as "my first mod" and it seems to hold up ok (if a little overpowered...)

It adds 4 blasting charges, all locked behind research, they are:

The standard "used to be in the game" blasting charge.

The IED:


Simple explosion, radius 5.

The BRB (BoomRatBomb tm):


Explosion radius 5 and fire radius 5

and finally, the Mini Nuke:


Have to thank Cala13er for the no power compGlow, was gonna write it myself but no need as hed already done one.

and heres what a nuke does:



I have plans to add radiation thoughtdefs and stuff, infact they are in there i just need a dll trigger written to fire it. All the injurys and damagetypes are here as well for radiation, have fun!

I could probably balance it better, but ill need feedback for that ;)

Download
#5433
Quote from: jaxxa on September 07, 2014, 12:57:24 AM
I have updated the mod to use the latest version of the original mod.

Thanks for the advice skullywag, hopefully this will fix the bug.

It should do, I had the same issue. Was using the original mod, liked the ammo/hopper idea you implemented so switched, saw the wierdness so it made sense what the issue was.

Hoping to get into modding just going through some simple mods on my own for now to get the basics down. Shouldnt be too long before im firing mods at you peeps! :)
#5434
Outdated / Re: [MOD] (Alpha 6) Atomic Power
September 06, 2014, 07:07:21 PM
Small bug - reactors are on when a game is loaded even if it was saved when it was off.

Nothing major, I just keep forgetting to turn it off on loading my game...so it goes boom...so i reload...it goes boom...so i rel...well you see my issue :p
#5435
Quote from: Reaper on September 05, 2014, 09:55:33 PM
getting a bug where my people get kicked outa medical beds when i use this. or when i capture wounded. please fix

copy the baseDamageTypes.xml from the original version of this mod and copy over, its fixed in that v6.

http://ludeon.com/forums/index.php?topic=3878.0