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Topics - Alistaire

#21
My upcoming Rimfire update adds two anti-materiel rifles, which are heavy weapons (slow the player down)
with high anti-personnel (armour piercing) damage and even higher anti-materiel (building piercing) damage.


    The base game doesn't have an anti-materiel bullet type, so I looked at other mods and how they managed to
do this. There's a few ways you can do it:

  • Make the damageDef "Bomb" instead of "Bullet" and make the explosion very small. This does mean there's
    an explosion, while anti-materiel doesn't necessarily mean the bullet explodes;
  • Add a new damageDef and make the armorCategory some non-existent category (so the player can't
    obtain armour against it because it doesn't exist).

Furthermore, in the basegame "Bomb" damageDef there's an "explosionBuildingDamageFactor" tag with value 2,
which I assume means the "explosionDamage" tag (which is defined in the damageDef itself) is multiplied by 2
for buildings so instead of 50 it's 100.




    A problem with these methods is that the bullet either explodes on impact (anti-materiel shouldn't explode) or
doesn't deal extra damage to buildings (anti-materiel should deal extra damage). When using the base bullet class
any materiel damage is the same as personnel damage, meaning the building damage should either be low or the
person damage should be very high - both aren't the point of anti-materiel.

>> I would like to know if there's a way to make a bullet deal high damage to a person and deal twice
>> (or thrice) as much damage to a building, without the bullet exploding on impact.
#22
Hello,



I've been editing the wiki for a while now, and just discovered there's no {{#invoke}} support,
which means no Lua support, which means it's gonna be a pain making a template that returns
only some thingDef's values, which means every time some part of the game is updated there's
several pages with misinformation about some thing's stats.

I was gonna make something similar to RunescapeWikia's Module:Exchange
({{ExchangeItem|*itemname*}} calls {{#invoke:Exchange|view|*itemname*}}, which returns
some statistic from Module:Exchange/*itemname* - E.g {{ExchangeLimit|*itemname*}} would
return p.limit from Module:Exchange/*itemname*'s table
) for Defs, but it could be expanded to
every possible thingDef with statistics. This would make it possible to easily pull an item's
details with a single template, which would call the invoke.

I don't know yet how to easily get the initial data into such a Lua database, but if that's possible
it would also be possible to get all data from a new version and put that in the database.
Also, Lua is just a cool language.

I'm not sure who I should ask this to, because the wiki doesn't have a centralized discussion
page or anything, but I'd like Scribunto on the wiki. I haven't ever installed extensions myself,
but I assume there's some kind of administrator or moderator on the wiki who is capable of
installing a mediawiki extension.



Thanks,
Alistaire




* Post formatting applied for your reading pleasure
#23
Help / Cape apparel
February 08, 2015, 06:20:52 AM
Hello,


I'm working on a quite complex mod that adds several apparel types:


  • Torso
    • OnSkin: Tunic
    • Middle: Subarmalis (under-armour)
    • Shell: Several types of heavy armour (chainmail, plate armour)

I want to add a cape drawn over all of this, for cold climates. I want to add this to the Neck bodyPart, but this bodyPart doesn't have a bodyPartGroup. Some of the existing bodyPartGroups layer over the torso (listOrder > torso's listOrder), but these are layers like Teeth, Mouth, FullHead etcetera - nothing that would make sense for a cape to go on.

>>Is it okay to add another bodyPartGroup?


Another thing is that a cape would have to have multiple listOrders or so, because the front of the cape has to layer over armour but the back would have to be layered behind everything.
Apparello has a Poncho that is close to what I want, but I don't want the cape to BE the armour. It has to layer over it. This also brings us to the problem that some armours would have huge shoulderpads which would screw with the cape's sprite (armour peeking out and such).

>>Is it possible to have a single piece of apparel show graphics over and under a pawn?


I could fix some parts of this question by removing underarmour and putting the cape on the Torso Shell layer, but it would still not show graphics behind a pawn. A problem with having the cape on a Neck layer would of course be that the entire equipment system would have even more complexity with a whole nother clothing layer.

>>Should I strive for realism (lots of armour layers) or simplicity (merged armour + underarmour, merged armour + cape)?



Thanks!
#24
Help / Pila dilemma
January 26, 2015, 01:37:24 PM
Hello,

I want to use the vanilla pila in a faction mod, but I don't want the greatbow or bow. How would I make it so that a certain unit ONLY uses the pila from the NeolithicRanged weaponTag? If that's not possible, should I make my mod overwrite the basegame pila so it uses a weaponTag, and how would that work best? If neither is a good option, should I make a 100% copy of the pila and use that? If none of these are an option, should I add a heavy pila weapon instead, as substitute?

Yup. I really want a pila in my mod.
#25
Alpha 8 - Release 1.1+

Rimfire adds fourty-eight craftable and researchable, carefully balanced weapons to Rimworld along with a means to toggle whether certain weapons will spawn.
Rimfire versions 2.2+ include a HugsLib 2.2.3+ Mod Settings Menu.







Release 1.1+

Rimfire v2.6 on Dropbox:




Release 1.0
[!!!!] Make sure your HugsLib version is at least 6.1.1 [!!!!]

Rimfire v2.5 on Dropbox:




Alpha 8e-Release 1.1+ all versions of the mod: click here or below





User requests

Feel free to suggest features or guns;




Mod Compatibility

For mod authors: Information on how to add GunModMCM (or HugsLib GunMod) compatibility to your gun mod can be found on the wiki.


  • A special compatibility version with Combat Realism (A8-13, A15-16) can be downloaded on every download location so far. Alpha 8/9/10/12/13/14/16
  • Combat Extended compatibility patches are handled on CE's end. Alpha 17/18/Release 1.0
  • Between Magic and Tech: Infusion (A10-12, A14+) is natively compatible with Rimfire. Load LT-Infusion after Rimfire. Alpha 10/11/12/14/16/17
  • Rimfire v2.1 comes with a Rimfire 2.1 + Clutter Misc Hands patch for mrofa's Clutter Misc v1.0.3. Alpha 14
  • Rimfire v2.3/2.4 uses xpatching for mrofa's Clutter Misc Hands compatibility. Alpha 17/18




Licenses



The mod is licensed under CC BY-NC-ND 4.0 under most circumstances..
..unless you're a modpack author and contact me through forum PM about your modpack in which case I will state whether you can use the mod or not..
..or when you're making a compatibility patch for the mod (distribute these on the forums only).

Added 07 09 2015 I don't allow redistributions to come with a donation link.
Added 01 10 2015 Appropriate credit is of the form: "Rimfire [version number (E.g 1.7)] [version coding (E.g UO, CR_SK)] (..) by Alistaire" along with a link to the thread somewhere in there.





Author

Everything in the mod was made or edited by Alistaire.

  • Sounds (<v2.0: 32-bit WAV | v2.0+ 16-bit OGG) were taken from several Youtube shooting videos and thoroughly edited in Audacity;
  • Graphics (PNG) were made with Photofiltre Studio;
  • Originally inspired by Guns+ Alpha 8 by Hunter712.