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 - Rikiki

#856
Help / Re: Saving/loading array structures.
October 13, 2014, 03:26:34 PM
I confirm, you must remove the default initialization in the Spawn function or add a check to know if the game is loading.
Something like:

if (Scribe.mode == LoadSaveMode.PostLoadInit)
#857
I find it a little too small compared to the expected size.
You could try with a 256x256 image and the overdraw option set to true.

Maybe set the foot darker so it is more visible.
#858
Mods / Re: hiya, lots of questions from a new person
October 13, 2014, 11:52:11 AM
About frame refreshing, the Draw() function is here for that (eventually with a call to the parent). It IS called every frame.

Just to be clear, Unity is only the 3D graphic engine. All the rest is coded by Tynan.
I think most of modders here play with Tynan assembly and just draw some textures here and there.

Sorry but appart from some non-optimized code :P, I don't understand what is wrong in the currently available mods. Just download some and look into it.
If you need help with a specific point, ask away, the forum is pretty active! :)

Welcome aboard!
#859
About missile marker, it is drawn in the Tick() function. :-\
=> *teaching tone ::)* Tick is not called when game is paused while Draw is called every frame (so at 60 Hz I believe).

You must override the Draw() function and draw it in there. Go check the M & Co. MMS, it uses this to draw the dynamic scan ray. :)
#860
Help / Re: pawn.healthTracker.bodyModel
October 13, 2014, 03:29:06 AM
You will have to override the Bullet class (or extend its parent Projectile) with dll coding.
The objects you need to play with are in the Impact function: DamageInfo and BodyPartDamageInfo.
#861
Get TTM custom events for prison riots and other fun things... ;)
#862
Mods / Re: What happened to Aparello?
October 12, 2014, 03:49:08 PM
Who said "self-promotion"? ::)
At least, you are on the top of the "mod" page! ;)
#863
Only one: RTFM! >:(

Nah, just kidding! ;D You just have forgot to activate the common mod.
Please read carefully the "Compatibility section" in the first post: you have to activate both "Common" and "Deepdriller + MMS" mods.
#864
Help / Re: upside down textures in paint.net
October 11, 2014, 01:22:51 AM
Or just use the PSD plugin (I use it and it works well). :)
#865
Help / Re: Can anyone help to get his work?
October 10, 2014, 03:10:57 PM
You are using an outdated xml pattern. :(
Go into Mods\Core\Defs\ThingDefs folder and get a clean example from this file: Buildings_Power.xml
And this one for researches: Mods\Core\Defs\ResearchProjectDefs\BaseResearchProjects.xml

Even if the xml description is oudated, the tutorial on the wiki will explain you the basics of modding. ;)
#866
Help / Re: How does Queue Interval work?
October 10, 2014, 08:10:23 AM
Minami has already done this in his TTM mod. When your general colony mood is high, you have a chance some wanderer colonist will join your colony.
It is done in .dll however. ;)
You cannot do real modifications to the game with just xml...
#867
Go look here for a nice uranium container. :)
#868
I confirm the beauty warning, did corrected it myself but forgot to tell you :-[
It appears at game start-up.

Use this kind of code (trying to redeem myself ::)):

    <statBases>
      <MaxHealth>300</MaxHealth>
      <WorkToBuild>7000</WorkToBuild>
      <Flammability>1.0</Flammability>
      <Beauty>-2</Beauty>
    </statBases>
#869
Or extract it with Mining & Co. Deepdriller (but it is quite expensive in terms of research and cost for balance purpose).
#870
Use the code section to write with normalized font (= is a wall, - is a wire):

/===e===e===\
c---t---t---|
|           |