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Messages - eatKenny

#631
Quote from: Ded1 on November 24, 2014, 05:48:12 AM
But Muffalos make Great target practice.

not with a 155mm Howitzer though...
#632
Quote from: Goo Poni on November 23, 2014, 04:02:42 PM
When the game locks up as a cannon shot hits the zombie horde, you know that cannon shot is doing some good.

i know that feel bro ;)


PS(to all): is ammo supply enough for you? or should i make a workbench that colonists can produce cannon shells and rockets? (by "enough" i mean enough to deal with colony threats but not too much that you can play with, like shooting muffalos >:()
#633
Help / Re: one fire sound for a whole burst, how?
November 24, 2014, 05:20:47 AM
Quote from: Rikiki on November 24, 2014, 03:55:16 AM
It may be possible to tweak the sound properties? Play with the following parameters:

  • <maxSimultaneous>1</maxSimultaneous>
  • <priorityMode>PrioritizeNewest</priorityMode>

Otherwise, I play with sounds in M&Co. Security enforcement mod. Playing the sound when the damage is applied sould work but you would have to overload the Verb_Shoot class...

i've tried it earlier, seems didnt work(actully i think <maxSimultaneous> dont do anything), so i'm heading to the hard way.
#634
Help / Re: one fire sound for a whole burst, how?
November 24, 2014, 05:16:51 AM
Quote from: skullywag on November 23, 2014, 06:39:10 PM
Youll need to tie up the burst length of time with the sound length of time, otherwise youll end up with a mismatch, you want a sustainer not a oneshot, youll have to do this in DLL when the weapon burst starts.
for me editing the sound length to match the burst length is easy, since the burst length is fixed if you dont edit the Def. i dont like a sustainer because i want a little echo effect after the burst which i dont think a sustainer can have.

i knew the only way is a custom DLL, i took a peak at core DLL earlier and found it in "Verb.cs" under "TryFireNextBurstShot"


protected void TryFireNextBurstShot()
    {
      if (this.TryShotSpecialEffect())
      {
        if (this.verbProps.fireSound != null)
          SoundStarter.PlayOneShot(this.verbProps.fireSound, (SoundInfo) this.caster.Position);


the question is can i simply remove this and add it to "Verb_Shoot"?
#635
Help / one fire sound for a whole burst, how?
November 23, 2014, 06:02:06 PM
hi all,

i'd like to ask how to make it only play one fire sound for a whole burst? that will make guns like minigun sounds way more better.

one thought is, instead of playing fire sound when spawn the projectile, play it when shoot. but i need some instructions to do the job.
#636
Quote from: Ded1 on November 23, 2014, 03:09:09 PM
Oh god the german railway gun!  That would be hilarious to add a 10x10 arty piece.  Something along the lines of Mallets Mortar or Little David

hidden skill: can shoot a pawn to any place in the map ;)
#637
Quote from: Zeta Omega on November 23, 2014, 02:10:32 PM
Please....PLEASE MAKE THE ARTILARY CANNON! don't make it use ammo though...I loved that turret so much

like this?

#638
updated to v1.6 with new extension "Turret Collection: Overkill"

extension need orignal "Turret Collection" to run, please read the changelog.

enjoy! ;)
#639
Mods / Re: (Mod Request) clone!!!
November 21, 2014, 02:36:23 PM
Quote from: Matthiasagreen on November 21, 2014, 02:25:24 PM
Similar to this?

Similar yet somehow diffrent, mostly i don't want to have a super man.
however i've already asked the auther if he's interested in making this(which should be a good extension) in his mod.
#640
Mods / (Mod Request) clone!!!
November 21, 2014, 02:17:17 PM
i acctually had a idea a while ago, to make a mod that can clone pawns but with limited life span(like in the film "Moon") .

more specifically, i'd like to have a machine that can extract/save DNA form a pawn(live or dead, colonist, prisoner, animal etc.) and creat clones if necessary(which will take some time and some resource), as penalty each clone will give colonists a mood nerv "have a clone in the colony  -5". the clones will live about 15-30 days and then die.

even better, there might be a "clone trader" which arrives like other trader and make a clone for you as your request, the clones will land in drop pods.

the purpose is to boost the colony in a specific direction for a short time: if you urgently need a lot of metal then clone the miner, if you have too many prisoners then clone the talker etc. and of cause, if your favorite colonist dies, you can always have a colne.
#641
i acctually had a idea a while ago, to make a mod that can clone pawns but with limited life span(like in the film "Moon") .

more specifically, i'd like to have a machine that can extract/save DNA form a pawn(live or dead, colonist, prisoner, animal etc.) and creat clones if necessary(which will take some time and some resource), as penalty each clone will give colonists a mood nerv "have a clone in the colony  -5". the clones will live about 15-30 days and then die.

even better, there might be a "clone trader" which arrives like other trader and make a clone for you as your request, the clones will land in drop pods.

the purpose is to boost the colony in a specific direction for a short time: if you urgently need a lot of metal then clone the miner, if you have too many prisoners then clone the talker etc. and of cause, if your favorite colonist dies, you can always have a colne.

i don't know if you have time to make this, i will also post this als a mod request.
#642
Quote from: Shinzy on November 20, 2014, 08:24:27 AM
but in the future, mon! in the future the robits can maintain the structural integrity of assigned targets! Future is bright and full of wonder! ;D

true, but instead of "star war" i'm thinking more like "cowboy bebop" kind of future, if you know what i mean ;)
#643
Quote
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?

like now, you can use a robot to build a car because it's programmed, but you can't use a robot to repair a car.
#644
updated to v1.5b.

i did somehow played through a game with the mod and made some balance tweaks especially on rocket launcher.

main change is: rocket launcher no longer needs ai core to build, but rockets are now more expensive. so now you can build rocket launcher much earlier, but more costly to fire. on the other hand, howitzer is expensive to build, but cheap to fire, and more accurate too since has an ai core to help aim.

download link and changelog has been updated, others will be updated tomorrow.

#645
oh and another small thing, the "connected rate" from a ammo feeding turret shows a odd number, i'm ok with it, some may not :o