Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - palandus

#151
General Discussion / Re: "Added simple ruins generation"
February 28, 2014, 10:06:42 PM
People in Longsleep Caskets eh? Like Khan?
#152
Help / Re: TUTORIAL - Modding Guide
February 23, 2014, 02:20:34 PM
How does one go about extracting existing textures (I want to make my Bunker Wall look slightly different in color to the current Metal Wall)
#153
General Discussion / Re: The Big Patch Notes Topic
February 21, 2014, 09:46:20 PM
Testing means testers can only use for internal testing. When the Public Alpha is released Tynan will almost surely make a post on the main page for www.ludeon.com as well as on the forums. He is quite good at making sure to do that. When it is released everyone will know about it!
#154
Help / Re: Odd Modding Issues
February 21, 2014, 07:29:15 PM
I mention the darkness thing in order to have a slight amount more complexity with darkness; having a darkness gradient where Fully Bright gives a +100% Bonus to Hit Chance and Fully Dark gives a -100% Penalty to Hit (if that makes sense: +100% to -100%). And having a darkness gradient could be a modded thing as some players wouldn't care for the extra complexity.
#155
Help / Re: Odd Modding Issues
February 21, 2014, 05:27:03 PM
Huh I never knew that would bring up the console... so obvious (facepalms myself).

Has cover been exposed yet? I ask because I notice in Sandbags it says a line "filler" 0.6 (and as the sandbags offer 60% cover makes me think this means the cover value...)

Additionally has the firing mechanics been exposed yet (ie can we make it so that 5 lines of sandbags provides more protection than 2?) or the penalties of shooting into dark areas, or rain, etc...?
#156
Help / Re: Odd Modding Issues
February 21, 2014, 04:30:21 PM
Alrity... that's good to know. I was wondering what I could have done wrong.

Question: Is it fine to define multiple base types in a single XML? I ask because eventually I'd like to create different kinds of projectiles (ie Rocket, PlasmaBolt, or Laser) which would have different attributes than bullets would have for a gun? So, for example, I'd use the base for the gun + a base for my Rocket Projectile (which would be considered the ammo for the gun)
#157
Help / Re: Odd Modding Issues
February 21, 2014, 04:14:00 PM
Me neither, I don't see how a texture size would have an effect on firing. Unless I put 3 range instead of 30 (in which it would only shoot at targets within 3 squares)

@Tynan; What did I do wrong with the purchasing of weapons, for the mod?
#158
Help / Re: Odd Modding Issues
February 21, 2014, 03:42:15 PM
Why does it size have any effect? ... I wanted a bigger turret, because it has more oomph now.
#159
Help / Re: Odd Modding Issues
February 21, 2014, 02:51:21 PM
Yep made sure those are all properly written (they were before but I double checked, and they are).

Heres the mod: https://www.mediafire.com/?wu9l5b6gt68wdrb
#160
Help / Re: Odd Modding Issues
February 21, 2014, 01:09:20 PM
That itchyflea is contained in a different file not unlocked yet I think.

In rimworld editing via net reflector that is contained in the TurretGun file and its like 300 ticks between each shot. (if you change that to 0 ticks, it turns the turret into a fully automatic killing machine; warmup ticks appears to have no effect.)

@ItchyFlea; I created a turret mod, but my turret won't fire its weapon. Any reason that might be?
#161
Help / Re: Odd Modding Issues
February 21, 2014, 12:54:49 PM
I'll upload the mod and log, Tynan, to THIS post after I see if it works at all in V360.

EDIT: Mod works about the same in the new version. Spawning weapons via debug commands works, and the guns themselves work. Trying to buy them essentially freezes the game entirely. In RAR will be output_log.txt and my mod.

RAR File = https://www.mediafire.com/?d4sg4y41f4ykdsy
#162
Help / Re: Odd Modding Issues
February 20, 2014, 05:26:57 PM
Okay managed to create two new weapons: Hand Cannon and Assault Shotgun using default textures. However, I notice that my Hand Cannon (a clone of the pistol) is dealing pistol damage of 10, when its set to deal 20 damage. Why is that?

<ThingDef ParentName="BaseBullet">
<defName>Bullet_HandCannon</defName>
<label>Hand Cannon bullet</label>
<texturePath>Things/Projectile/Bullet_Small</texturePath>
<projectile>
<impactWorld>True</impactWorld>
<damageType>Bullet</damageType>
<DamageAmountBase>20</DamageAmountBase>
<Speed>75</Speed>
</projectile>
</ThingDef>


<ThingDef ParentName="BaseGun">
<defName>Gun_HandCannon</defName>
<label>Hand Cannon</label>
<description>A high powered hand cannon.</description>
<texturePath>Things/Item/Equipment/Pistol</texturePath>
<interactSound>InteractPistol</interactSound>
<purchasable>True</purchasable>
<basePrice>90</basePrice>
<verb>
<projectileDef>Bullet_Pistol</projectileDef>
<accuracy>3</accuracy>
<warmupTicks>86</warmupTicks>
<range>28</range>
<fireSound>ShotPistol</fireSound>
</verb>
</ThingDef>


EDIT: NVM figured it out... forgot to change the Bullet_Pistol to Bullet_HandCannon.

EDIT 2: New problem. Guns will spawn ingame via debug console but I'm getting an error and caused my game to freeze entirely. When checking the log I noticed these two errors continually popping up:

Failed to find SkillNeedDef named TradePriceImprovement. There are 12 defs loaded.

AND

NullReferenceException: Object reference not set to an instance of an object

It was listing in the Combat Supplier a Hand Cannon (and strangely enough ONLY a Hand Cannon, but with no price listed... but I did list a price for my Hand Cannon)
#163
Help / Re: Odd Modding Issues
February 20, 2014, 04:15:56 PM
Okay, so it won't spawn on Raiders if the weapon isn't listed in the PawnKindDefs... good good... but to get it to spawn on combat traders, would I have to edit some list for them? (Or on that note can I create my own special combat trader that sells ultra advanced futuristic weapons and only futuristic weapons?)
#164
Help / Re: Odd Modding Issues
February 20, 2014, 04:01:50 PM
Ahhh, so it appeared to create a laser effect because you had like 100+ shots all fired very quickly between eachother and a long cooldown, that would create the appearance of a long beam. Interesting... but how do you make sure it stays like a line? Do you increase the accuracy to some insane number (ie 100)?

Does anyone know if you clone a weapon (ie a Pistol) and change it to be called a G18 with 3 shot burst, with same graphics as the pistol, firing sound, etc... if that pistol will only spawn on Combat Suppliers or will it also spawn on Raiders as well? I ask because I'd like to create some super powerful weapons that can only be purchased by combat suppliers to give colonists with an excess of silver lying around (in some games I have over 7500 silver lying around with nothing to spend it on) an edge against raiders for a steep silver fee BUT... at the same time not spawn on raiders?
#165
Help / Re: Odd Modding Issues
February 20, 2014, 10:34:59 AM
So you can call a Laser Turret xml file something like x3photoniceyeblaster.xml (or something even more outlandish?) instead of turret.xml as long as its in the same folder?

... How'd you create the laser effect, ItchyFlea? If theres any kind of mod I'd be interested in working on its one related to Turrets, Guns, Armor, Offenses or Defenses (as I'm a hardcore RTS fan)?

@Tynan... Is there a way to create "charge-up" sounds prior to firing a weapon? For most futuristic super weapons in games they tend to have a charge up sound before firing... so, like with the BFG9000 in Doom, it has a brief charge up period before firing (about 1.25 seconds I think) where it plays a "charge-up" sound effect before firing. Anything like that available or planned at being available?