Faction Using weapons from another mod

Started by kivey, July 11, 2016, 01:36:05 PM

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kivey

My question is simple, Im creating a few new factions based on specific things, a few weapons mods i have installed fit these factions perfectly, as such i was wondering how to make those factions exclusively use the weapons from the mod, and in specific the certain weapons that fit the certain factions, for example lets say im making a russian ww2 faction, how to get them to use only weapons the russians had in ww2? the factions i am making and the weapon mod itself are two separate mods btw

Fluffy (l2032)

I'm a little hazy on the details, but you can set pawnkinds (e.g. the different types of raiders, chief, hunter, space captain, whatever) to use weapons with specific tags. For example, there's a tag for futuristic weapons on the spacer faction, there's a sniper tag, and so forth. These tags can easily be added in the weapon xml and pawnkind xml to link them together.

I suggest you do some digging in the vanilla defs - this should have given you a decent starting point.

1000101

To add to what Fluffy said, "tags" are usually strings to they can be whatever you like.  They use exact matching so you can prevent them from being added to pawns you don't want.

For Prisoners & Slaves (WIP), I have added the tag "Slave" to the slave collars and dynamically add/remove it to the Slave PawnKindDef based on an MCM option.
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