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Messages - eatKenny

#661
Quote from: RawCode on November 09, 2014, 02:40:02 AM
Aiming can be overridden by custom *verb* for specific weapon (or altering core "shoot" verb by hacks)

You are allowed to ignore any calculations and skills and just give "always hit" property to your gun by replacing verb code.

i'm trying to make a 100% hit *verb* for my laser turret(which make sense since it's a laser weapon), but i'm not familiar with c# coding, i wonder if you could make it for me?
#662
Quote from: Halinder on November 08, 2014, 05:42:15 PM
Jeeze. Using AI persona cores in turrets. Hope they at least drop when it goes down, because those things cost thousands of silver with regards to traders.

no the AI core will be destoryed when the turret explode. but they are high-end turret, have a lot of HP, and since they are very rare and powerful they should be well protected.

and here is the mod if you are interested:
https://ludeon.com/forums/index.php?topic=6895.0
#663
hi i'm the auther of the mod

thing is, you dont have to build all those advanced turrets in short time, the question is CHOICE, which one do you need, or which one do you need first. the choice depends on your defense, if you don't have a lot of mortar, then you need rocket laucher or howitzer first, if you have trouble at frontline defending, then you chose AM turret or cannon. it's my concept behind the mod ;)
#664
small update v1.4b: added some smoke and flash when firing the big guns(cannon, howitzer, rocket launcher) to make it more exciting

no big thing, anyone who want try it out be my guest.

PS: i'm currently working on a stun turret which fires rubber bullets to stun enemies. will be released in v1.5

#665
Quote from: Riph on November 07, 2014, 03:55:07 PM

I just made a new colony to test and started some fires.  Everything works fine.

Loading my old save still has bugged fires though.  Strange!

hmm.. i think it's just some one time incident.
#666
Quote from: Rikiki on November 07, 2014, 04:46:48 PM
I have progressed with the laser turret! :)
Next release will handle simple laser firing turrets (like the laser rifle). 8)
I cannot promise I will support the projectiles with custom warmup as it would demand much more effort... :P

nice ;) actually i don't bother with custom warmup, they seems silly on a turret anyway. if you need any .xml Defs for a quick turret setup check out my mod "turret collection"
#667
@Laser gate: of cause the laser gate is normally shut down(otherwise it's a waste of power), it's only powered on in defense situation.

@Laser sniper nest: if you start to develop the turret version of your laser weapons i'm very pleased ;)
#668
Quote from: Rikiki on November 04, 2014, 11:27:45 AM
That's all the difficulty! ;)
I think the door should be undestructable BUT I plan it to be a 3x3 "door block" like this ('H' is a wall block, '=' the laser beam and 'C' a small console to represent the fact that colonists need to insert their door pass):

H C
H=H
H C

This way, the "door beam" is undestructible but raider can still break the door!
What do you think about this solution?

for the laser door/gate/fense i'm thinking it will run with 2 modes:

mode 1: normal mode, can walk through but deals damage and set fire to the pawn who does, uses little power(still a lot compare to normal things) and has no limited active time

mode 2: full power mode, can't walk through but uses a lot of power and has limited active time(like 15s, afterwards auto switch to normal mode) due to overheating(it's acctually to prevent lock enemies in a killing zone forever which is imba), a long cooldown time for the next full power mode(like 3 min?)

and of cause it can be shot through like embrasures.
#669
Quote from: noahdaorkyboy on November 07, 2014, 12:37:19 AM
is there a way to make it to where the turrets dont use ammo? if not i understand its ok butits just a nuicense buying missiles and shells all the time.
you can download the earlier v1.3b, nothing diffrent apart from not using ammo(but you need them when you build the turrets)
#670
Quote from: Iwillbenicetou on November 06, 2014, 07:47:04 PM
I know this isn't exactly true to the turret stuff, but what about a 3x3 or 4x4 mega artillery. Manned (if possible 2 or 3), but deals a ton of damage, big explosion radius, but as accurate as a motar. Really expensive, costs shells, but fun to use. ;D
i knew there is someone always wishing for a bigger gun ;), but i think it's more like a "i win" button which i try to avoid in this mod. but who knows, i might try it when i have more time ;)
#671
Quote from: Riph on November 06, 2014, 07:39:54 PM
Hi there, just tried out your mod, I really like it!  The new turrets are pretty awesome, and keeping them manned means you can't go nuts with thousands of them (cough improvised turrets)

I'm having a problem though, when the mod is installed, any fire on the map has trouble animating (it seems to be missing several frames of animation) and my system performance starts to degrade rapidly. (More fire, even more slow.)  Putting out the fire restores full performance.

Here's what my log says:

Exception drawing Fire7445243: System.IndexOutOfRangeException: Array index is out of range.

  at Verse.Graphic_Flicker.DrawWorker (Vector3 loc, IntRot rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0

  at Verse.Graphic.Draw (Vector3 loc, IntRot rot, Verse.Thing thing) [0x00000] in <filename unknown>:0

  at Verse.Thing.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0

  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0

  at Verse.ThingDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0


I wasn't sure if it was your mod at first, so I deactivated it and started some fire -- no performance loss.  This is also the only mod I have installed.  Is anyone else having this issue?

i just did a quick test but everthing seems ok, currently i have little time but i will test it more carefully in this weekend.
#672
General Discussion / Re: Having trouble with Mortars
November 04, 2014, 05:27:24 PM
mortar has force missing radius so the shooting skill isn't relevant, it's pure luck. normaly 6+ mortars will do some real damage against siege base, if against the crash chip and mechanoids bombarding isn't really efficient, you should send your snipers and support them using EMP mortar.

or if you want try your hand at some nasty long range artillery check out my mod "Turret Collection"
https://ludeon.com/forums/index.php?topic=6895.0
#674
just added the Ammo Hopper, please read the changelog. many thanks to Jaxxa ;)

got a busy week coming, so the mod may remain untouched for some days. bug reports(if any) and suggestions are however still welcome.
#675
Quote from: Jaxxa on November 02, 2014, 10:57:38 PM
Quote from: eatKenny on November 02, 2014, 12:30:49 PM
making hoppers for turrets seems need a lot of c# coding which i can't, so i have to leave it for now :-\
I have hoppers for turrets in my mod.
https://ludeon.com/forums/index.php?topic=6636.0

You can just use my DLL if you want to, just reference where you got it from, that should allow you to do ammo using turrets without having to write any C# code.

Feel free to PM me if you have trouble.

wow a good guy appears from nowhere, thanks mate i'll check it out ;)