Ludeon Forums

Ludeon Forums

  • July 13, 2020, 02:27:25 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Poll

What vehicle do you want me to add?

Wheelbarrow/Wagon
- 15 (20.5%)
Sedan/Car/SUV
- 12 (16.4%)
Real vehicles?
- 14 (19.2%)
Motorcycle
- 22 (30.1%)
Red Alert vehicles?
- 8 (11%)
Comment on the forum.
- 2 (2.7%)

Total Members Voted: 41


Pages: 1 ... 3 4 [5] 6 7 ... 25

Author Topic: [1.0] (WIP) Yes, Vehicles, Finally! - Stuck on 1.0, "flex tape" won't work.  (Read 65440 times)

Hjkma

  • Colonist
  • ***
  • Posts: 145
  • Refugee
    • View Profile

Nevermind, this turns out to be the case in cannons that are crafted from a vehicle workbench. They just do no damage. Cannons that spawn through dev tools do damage.
« Last Edit: August 07, 2019, 11:32:11 AM by Hjkma »
Logged

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

Well, the thing was apparently in the mod order. I loaded Combat Extended after Yes, Vehicles, Finally! and this solved the problem. Putting Combat Extended before your mod causes this error.

I also noticed that when loading the game three errors are displayed regardless of the order of the mods.
Quote
XML error: Could not register node named "Burst_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Rail_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.

XML error: Could not register node named "Tank_CannonBase" in mod Yes-Vehicles-finally because this name is already used in this mod.
Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/42bb27703ef1ddf549f2454fbe71defa
I downloaded the version of the mod directly from the link https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

Can you screenshot this directory:
/yes, vehicles, finally!/ThingDefs_Weapon/

if you find more than 3 files, please delete the previous Yes, Vehicles, Finally! and re-copy the mod.
Guessing you just extracted and replace the former.

There should be only 3 files, the fourth XML file is the previous XML for weapons. I separated XMLs for the three weapons.
« Last Edit: August 07, 2019, 11:41:21 AM by NinjaSiren »
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

Nevermind, this turns out to be the case in cannons that are crafted from a vehicle workbench. They just do no damage. Cannons that spawn through dev tools do damage.

They have damage, problem is the low accuracy of the weapons. :3 welp needs to fix that.
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Hjkma

  • Colonist
  • ***
  • Posts: 145
  • Refugee
    • View Profile

Here is a screenshot. https://i.imgur.com/HagcZQ0.jpg
Well, the files are exactly the same as in archive from the github and I did not replace the files, but deleted the previous ones.
So should I delete the fourth file or what?
« Last Edit: August 07, 2019, 11:49:42 AM by Hjkma »
Logged

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

Here is a screenshot. https://i.imgur.com/HagcZQ0.jpg
Well, the files are exactly the same as in archive from the github and I did not replace the files, but deleted the previous ones.

Delete this file:


InstalledPart_Weps.xml is an old file from v0.3b, code from it is similar to the three other files, and there are some updated code in the three others.

InstalledPart_Weps.xml does not exist on v0.6 anymore.
« Last Edit: August 07, 2019, 11:53:04 AM by NinjaSiren »
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

Hjkma

  • Colonist
  • ***
  • Posts: 145
  • Refugee
    • View Profile

Ok, there are no xml errors. But still need a fix for cannons from vehicle workbench.
And also look at the files in the archive https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

I downloaded this archive and you need to change it.
Logged

Hjkma

  • Colonist
  • ***
  • Posts: 145
  • Refugee
    • View Profile
Logged

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

Ok, there are no xml errors. But still need a fix for cannons from vehicle workbench.
And also look at the files in the archive https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

I downloaded this archive and you need to change it.

oh XD welp
ok XD
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

Ok, there are no xml errors. But still need a fix for cannons from vehicle workbench.
And also look at the files in the archive https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

I downloaded this archive and you need to change it.

oh XD welp
ok XD

Fixed!
https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.6

Just delete and re-extract :3 Sorry about it, my mistake!
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

v0.7
  • Changed Tank and APC visuals.
  • Added new weapon: Machine Gun.
  • Added Combat Extended compatibility!
  • Added ATV and Truck weapon placement. (Buggy)
  • Changed some values of the weapons.
  • Added build time for weapons.

Download:
https://github.com/NinjaSiren/Yes-Vehicles-finally/releases/tag/v0.7

Future possible updates:
  • Multiplayer compatibility.
  • Swimming mod compatibility.
  • Adding more vehicles and weapons.
  • Aircrafts, Boats, and other stuff?
  • AI factions using vehicles.
« Last Edit: August 11, 2019, 10:48:26 PM by NinjaSiren »
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

v0.7c
  • Additional patch changes for Combat Extended.
  • Added AI enemy vehicles in raids, and defensive + cargo vehicles in AI caravans.

Download: v0.7c Github

In-game test: YouTube video: Test #1
« Last Edit: August 12, 2019, 01:07:31 PM by NinjaSiren »
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

sidfu

  • Colonist
  • ***
  • Posts: 638
  • Refugee
    • View Profile

 after looking at the vid i see a few things
1. they need a random chance to explode leaving nothing or hardly anything
2. for us that use ammo for CE how that gonna work on the vehcles
3. that vech a bit to fast for the speed of the game imo.

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

after looking at the vid i see a few things
1. they need a random chance to explode leaving nothing or hardly anything
2. for us that use ammo for CE how that gonna work on the vehcles
3. that vech a bit to fast for the speed of the game imo.

1. For now on I cannot do C# assembly code for RimWorld, I am still learning the codes of the game. So possible randomly exploding vehicles may not happen yet on the near future.

In some of my other gameplay, if the vehicle has some people on board, the people may escape the vehicle when it reaches unusability. And sometimes it gets destroyed with occupants also killed.

Check the last vehicle alive on the video I uploaded, the people inside escaped from the vehicle but forgot that the base defences are too much.

2. The ammo I'm addressing is magically inserted and only the projectiles are used, (for the meantime no hauling ammo or putting ammo on to vehicles). Check the file in the CE patch, find <projectile> and <ammoUser>.

For the meantime, the gun is automatically loaded without any ammo in it's inventory. (Solution: similar to #1)

3. I'll check on the speed of some of the vehicles. If I could remember speed May differ from the amount of cargo/passengers, mass of it and in CE the bulk of it.
« Last Edit: August 12, 2019, 09:26:26 PM by NinjaSiren »
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!

NinjaSiren

  • Colonist
  • ***
  • Posts: 179
  • Tank Commander
    • View Profile
    • NinjaSiren Music

Test #2: Natural raids.

The raids on the start will usually have no vehicles to have. Good.

As raid points increase and wealth increases, (Raid points: 400 and above), vehicles slowly trickle up in amount and random firepower.

Sometimes it gets scary with CE patch installed, the 110mm Hispano HE projectile I coded in the CE patch file for the tank sometimes explode on impact.

And sometimes pawns inside the vehicles jump out from their dying vehicles to either run away or to attack.

But the mod still needs fixing on some aspects.
Logged
[v0.83.4] [v1.0] Yes, Vehicles, Finally! - A somewhat* new way to travel the planet!
Pages: 1 ... 3 4 [5] 6 7 ... 25