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Messages - Master Bucketsmith

#286
Mods / Re: A note to modders about xml definitions
August 14, 2016, 09:16:39 AM
Quote from: Shinzy on August 14, 2016, 08:49:39 AM
Quote from: Bucketsmith on August 14, 2016, 08:02:20 AM
So you can't even rely on the vanilla stuff? I have to add in all of the base Defs?

Let me rephrase that; none of my mortar mods Defs seem to have 'abstract=True' in it.
They do, however, have 'parentName'.
Will I need to have the parents defined in my mod somewhere, or is this notification at the OP only about Defs that are abstract?

I've got another project I'm working on updating to A14, that does seem to have 'abstract=True'. What does that tag even do?


All the parents should be defined! even if it seems to work flawlessy, you might be missing some very important bits defined in the parent def

So it's best to not rely on any parent def you haven't made yourself =P

Source: I had Skullywag had some minor quirks in his mods when he didn't make his own parent defs
Even when they're vanilla? So i should just copy paste the vanilla parent in?
#287
Mods / Re: A note to modders about xml definitions
August 14, 2016, 08:02:20 AM
So you can't even rely on the vanilla stuff? I have to add in all of the base Defs?

Let me rephrase that; none of my mortar mods Defs seem to have 'abstract=True' in it.
They do, however, have 'parentName'.
Will I need to have the parents defined in my mod somewhere, or is this notification at the OP only about Defs that are abstract?

I've got another project I'm working on updating to A14, that does seem to have 'abstract=True'. What does that tag even do?
#288
Help / Re: Fire seeking/mortar targetting with C#
August 14, 2016, 07:07:13 AM
Quote from: CallMeDio on August 13, 2016, 09:20:36 PM
From what I learned reading the source I think (not 100% sure but around 90% sure), that fire is not a object on itself, it is a property added to objects like grass,trees, walls, etc... on JobGiver_FireStartingSpree you can see it looks all objects in the map for "potentialTargets" doing something like
Region region;
            if (!CellFinder.TryFindClosestRegionWith(pawn.Position.GetRegion(), TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), (Region candidateRegion) => !candidateRegion.IsForbiddenEntirely(pawn), 100, out region))
            {
                return null;
            }
            JobGiver_FireStartingSpree.potentialTargets.Clear();
            List<Thing> allThings = region.ListerThings.AllThings;


Maybe you can do something like this to get all objects on the map and then from the list of all objects you can do a loop to get all that are on fire and for those you can aim at that object or its location based on the way that the mortars aim at enemies, but this time on the objects that are on fire.
Looking forward to see that mortar working, I think it doesn't make much sense to have a explosive that can put out fires and having to carry it manually to the middle of hell to activate instead of just making a bomb of it and throwing there. Keep it up.  :)
Hmm that's useful, thank you. I'm absolute newbie at C# and coding is novice level from years back so I'll try my best.
Wont continiously checking for fire on the map become a performance drain?
#289
Outdated / Re: [A14] Firefoam Mortar v1.3
August 13, 2016, 05:53:22 PM
Quote from: Justas love on August 13, 2016, 05:35:32 PM
there is a mod, it has a fire extinguisher and an ice turret that extinguishes fires. im pretty sure you can use the code because it's outdated

https://ludeon.com/forums/index.php?topic=11988.0
What exactly are you guys looking for? The extinguisher and/or the extinguishing turret?

The turret/pump sounds kind of OP. The vanilla Firefoam popper is a similar solution to that. You need to manually trigger it or let it explode.
If I were to look for a more automated system I'd think of a more complex thing; a sprinkler system with firefoam. XD
'Course, that would require a lot more magic voodoo. ::)
#290
Outdated / Re: [A14] Firefoam Mortar v1.2
August 13, 2016, 04:58:18 PM
Quote from: chaotix14 on August 13, 2016, 02:35:50 PM
Just use one of the launchers or perhaps even just the grenade as a base for the weapon and give it's projectile a downscaled version of your explosion. That should do the trick in making a handheld version. I would make it for my own mod, but I don't like stealing ideas and it would fit better in your mod.
There's already some mods out there like that. Most are outdated. Though I'm sure I've seen firefoam grenades somewhere...
The main problem I can think of is how are you going to make your pawns switch to that fire extinguisher 'weapon' when they go on their fire-beating job?

I've pushed my update, btw. Nice red & white colour scheme now. :D I had made a texture for the base, but the game adds a weird darkening effect to mortar and turret bases so that it would always come out a dark red and dull grey. I can't find a way to get rid of it.
#291
Quote from: eatKenny on August 13, 2016, 02:11:21 PM
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
Okay so it never moved with the target, it never had continuous fire? Hmm.
Well, thanks for the info. :)
#292
Outdated / Re: [A14] Firefoam Mortar v1.2
August 13, 2016, 01:54:51 PM
Quote from: SpaceDorf on August 13, 2016, 08:58:12 AM
Awesome Idea.

Its always the hardest thing, to come up with a simple, userfriendly and logic solution to a problem :)

Now your next project should be a small fire-foam turret for indoors :)
Well, I've had an idea like this way back during A9/A10 when firefoam wasn't even a thing, but I didn't think it up this time. As my credits tell, I simply put in some of the work. :) Thank you though!

Quote from: pardeike on August 13, 2016, 09:02:28 AM
Awesome mod!!
Thanks man :)

Quote from: Justas love on August 13, 2016, 01:01:30 PM
Wow, any way for you to make a fire extinguisher and make this into a mod list?
You mean a short range weapon that would make beating fires out less of a danger?
I'd have to look into that. I think that requires some C# magic, which I'm not trained in. :D

P.S.: I've got an update coming in.
#293
Well, I got it all working, somewhat.
I thought I remembered that in the old mod, the thing would go on and stay on until you either made it target something else or the target dies. Or the guy manning the turret dies. Or the target goes outta range. :P
Point is, it would stay on and the light effect would follow the target? That's how I remember it.

Problem I'm having now is it's either got a static area it lights up, and a 40 second cooldown that I can't find anywhere - OR it becomes a rapid fire performance issue that fires the static area continiously. :-\
#294
:O yes
#295
So, vanilla or modded, there's two effects applied to the base of a turret or mortar.
One is the castEdgeShadow, the other I don't know.
And it's the other one that's darkening the graphic for the base. The shadow applies to the ground on the tiles it occupies.

I'm trying to figure that out because no matter how white I make the white parts of my edited file, the effect is applied and it turns out rather grey. It looks a bit odd to have that much of a difference between base and top!

Anyone any ideas where that effect comes from and how to disable it?
#296
Quote from: eatKenny on August 12, 2016, 02:58:17 PM
spotlight requires some C# coding, i can only provide the orignal code from earlier Alpha(see attachtment).
Thank you. I'll have a look around to see if I can get this working of find someone who can.
#297
Help / Re: Fire seeking/mortar targetting with C#
August 12, 2016, 01:35:34 PM
I do not.

I think the hard part is making some sort of routine that reacts to fires spawning, usable as 'targeting' for mortars.
#298
Quote from: eatKenny on August 12, 2016, 01:17:53 PM
sorry i was at work and forgot to reply.
you can release it as a standalone mod, no problem.
That's fantastic, thank you!
Do you remember if any important part of the spotlights function is in your C# assembly file?
Because I don't know C# and I think some errors are pointing to your assembly file. :(
#299
Outdated / Re: [A14] Miniaturisation Overloaded
August 12, 2016, 12:53:57 PM
Quote from: notfood on August 12, 2016, 12:49:20 PM
I don't think they'd want to use both at the same time.
That's exactly the reason. We'd like to easily tell them apart when switching over, for instance.
#300
Hey man. Four days ago I sent you a PM, but I guess you never saw it. ;D
Just wanted to let you know that I'm working on updating your spotlight turret from an old A9 version of your turret collection.
In your OP of this thread I see you released the A13 version of your mod under the Share-Alike license.
If it's okay with you, could I publish the spotlight mod as a standalone mod once I've completed it? I'll credit you, naturally.
Otherwise, I'm only using it for myself. :)