[A9] Skullywags Weapons, Tools and Trinkets

Started by skullywag, September 08, 2014, 06:47:38 PM

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ZozZ

help skullywag i tried to change the file BaseDamageTypes in the railgun mod to make not vaporize targets and now the bullets just go through everything

Quote<?xml version="1.0" encoding="utf-8" ?>
<DamageTypes>

  <DamageTypeDef Name="LocalInjuryBase" Abstract="True">
    <workerClass>DamageType_AddLocalInjury</workerClass>
  </DamageTypeDef>
 
  <DamageTypeDef ParentName="LocalInjuryBase">
    <defName>Bullet</defName>
    <label>bullet</label>
    <harmsHealth>true</harmsHealth>
    <incapChanceMultiplier>100</incapChanceMultiplier>
    <hasForcefulImpact>True</hasForcefulImpact>
    <interruptJobs>true</interruptJobs>
    <makesBlood>true</makesBlood>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has been shot to death.</deathMessage>
     <healthDiff>Gunshot</healthDiff>
    <healthDiffSkin>Gunshot</healthDiffSkin>
    <healthDiffSolid>Shredded</healthDiffSolid>
    <harmAllLayersUntilOutside>false</harmAllLayersUntilOutside>
    <impactSoundType>Bullet</impactSoundType>
    <armorCategory>Sharp</armorCategory>
  </DamageTypeDef>

</DamageTypes>

skullywag

Just change the projectile on the weapon to not use the railgun projectile and use charge lance projectile or something. If youre still having issues ill take a look when im home later.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Grizzlyadamz

Ah ok, so it's just tied to the projectile. Ty skully!

ZozZ

Quote from: skullywag on January 06, 2015, 11:47:20 AM
Just change the projectile on the weapon to not use the railgun projectile and use charge lance projectile or something. If youre still having issues ill take a look when im home later.

i want to keep the projectile and just make it not vaporize targets, i tried to edit the Projectile_RailGunBullet.cs file and made the projectiles hit it targets but it doesn't damage them

skullywag

Just change this line in the weapons def:

<projectileDef>Bullet_RailGun</projectileDef>

to a different bullet (the one from the charge lance is pretty close) to remove the vaporize would need a dll change and youd need to set up a damage def and apply to the hit target.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Grizzlyadamz

I imagine you could also make a duplicate of the charge-lance to adjust it.
From mods/core/defs/thingdefs/weapons_guns:
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_ChargeLance</defName>
    <label>charge lance shot</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>

I'd hazard you could copy-paste this into Railgun's weapons_guns xml file, and replace the name with what you'd like before adjusting the damage & accuracy.

ZozZ

Quote from: Grizzlyadamz on January 07, 2015, 01:56:35 AM
I imagine you could also make a duplicate of the charge-lance to adjust it.
From mods/core/defs/thingdefs/weapons_guns:
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_ChargeLance</defName>
    <label>charge lance shot</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>

I'd hazard you could copy-paste this into Railgun's weapons_guns xml file, and replace the name with what you'd like before adjusting the damage & accuracy.
I've already tried that, it just change the bullet texture to match the charge lance one, what i want to do is disable the insta kill vaporize bullet and make it a normal bullet

Grizzlyadamz

#127
Worked for me- pasted both that & the BaseBullet template into the mod's XML, then changed the projectile the railgun uses as Skully suggested.

So
The BaseBullet template goes just below the RailgunBullet 'template'
 
  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>


The actual Bullet the railgun will be firing, 'Bullet_RG' being a renamed Bullet_ChargeLance, goes just below the bullet it normally fires, Bullet_RailGun
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_RG</defName>
    <label>Railgun slug</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>


You need the 'parent' BaseBullet in the XML file as the Bullet_ChargeLance we've renamed to Bullet_RG needs it- it's what the vaporize effect is attached to, (or rather, not attached to).


And then you change
<projectileDef>Bullet_RailGun</projectileDef>
to
<projectileDef>Bullet_RG</projectileDef>


Voila!
Don't forget to tweak the damage, range & accuracy values to your liking. Perhaps up the projectile speed to make it more 'railgun-y'.

BinaryBlackhole


ZozZ

Quote from: Grizzlyadamz on January 07, 2015, 05:44:27 AM
Worked for me- pasted both that & the BaseBullet template into the mod's XML, then changed the projectile the railgun uses as Skully suggested.

So
The BaseBullet template goes just below the RailgunBullet 'template'
 
  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>


The actual Bullet the railgun will be firing, 'Bullet_RG' being a renamed Bullet_ChargeLance, goes just below the bullet it normally fires, Bullet_RailGun
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_RG</defName>
    <label>Railgun slug</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>


You need the 'parent' BaseBullet in the XML file as the Bullet_ChargeLance we've renamed to Bullet_RG needs it- it's what the vaporize effect is attached to, (or rather, not attached to).


And then you change
<projectileDef>Bullet_RailGun</projectileDef>
to
<projectileDef>Bullet_RG</projectileDef>


Voila!
Don't forget to tweak the damage, range & accuracy values to your liking. Perhaps up the projectile speed to make it more 'railgun-y'.

this did work thanks grizzly

Arcadium

Umm, my tazer killed someone. Like straight up killed not spasm killed. Is that supposed to happen?

dareddevil7

Quote from: Arcadium on January 10, 2015, 08:26:40 PM
Umm, my tazer killed someone. Like straight up killed not spasm killed. Is that supposed to happen?


Must have hit them in the brain, anything to the brain brings it down to 5, the next hit kills, you can only survive being shot in the head once

skullywag

i need to go over the non lethals, im doing some playtesting of my own currently to find the right balance.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Skay24

Quote from: skullywag on January 11, 2015, 03:32:17 AM
i need to go over the non lethals, im doing some playtesting of my own currently to find the right balance.

Hi, got question, great mods, but i can't haul  the stun grenades (no empty place configured to store it)
I can only equip but that's all i can do with them. Can you help...

skullywag

lol i just fixed this from my playtesting, they are missing a weapon category, cant update currently. if you want to fix it now though, check the core frag grenade and copy the missing category over, should be easy to spot the diff. ill get an update up soon.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?