Launch pods inro missiles?

Started by AllyJamy, January 02, 2018, 04:37:27 PM

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AllyJamy

Hi. I've been trying to make a simple mod where you can shoot missiles out of your base, they will go a world object will appear on the map, go to the destination the player selects and detonate. (and destroy and remove a faction base if that is the target) (Essentially modding the launch pod system)

I have the missile and launcher pad set up in the game modeled after the pod and launcher but...

What I'm struggling with is

-How to modify the launch options so that the load colonists/items doesn't show up and it goes straight to the launch.

-How to make it so that it the new launcher pad will only take the new missile item.

-How to make the missile destroy the faction base when it has impact.

I can open the source code with dnSpy. But I don't know what to change.

Wondering if anyone could help. It would be similar in the way rimatomics handles ICBMS.

dburgdorf

Quote from: AllyJamy on January 02, 2018, 04:37:27 PMI can open the source code with dnSpy. But I don't know what to change.

I think this is your problem. I certainly mean no offense, but you seem to have bitten off more than you can chew. The mod you're trying to create will require C# coding, and if that's not something with which you're familiar, there's a fair amount you're going to have to teach yourself before you can actually create it.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



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daxter154

Quote from: dburgdorf on January 03, 2018, 09:50:17 AM
Quote from: AllyJamy on January 02, 2018, 04:37:27 PMI can open the source code with dnSpy. But I don't know what to change.

I think this is your problem. I certainly mean no offense, but you seem to have bitten off more than you can chew. The mod you're trying to create will require C# coding, and if that's not something with which you're familiar, there's a fair amount you're going to have to teach yourself before you can actually create it.


This. Its not something you can do in a day, or even likely a week, given where you are starting from.

BrokenValkyrie

Its too much trouble to change a launch pad into a missile launcher. The mod you are proposing is already very complicated and large in terms of scope. What you are proposing requires harmony to modify launch code behavior which in itself another kind beast to tackle.

A good starting place is to make a new launchpad building that can accept a single missile first rather than use the existing launch pad building code. Its much simpler than modifying Load interface.

For something like loading a missile I recommend using context menu rather than have pawn auto load one.

For this task alone you need to create a building class, and job_driver class. There is a lot that goes on just to create these class, I'll provide more information on request.

Its a large project that you are proposing and you are asking help/guidance on every aspect of it. Its a lot of effort just to see where you should go on one task. As I am writing this I can see why other are reluctant to help. I recommend attempt what I am suggesting and request help when you run into a problem.