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Author Topic: [A10] Cryptohax Cryo Charges FML edition - JuliaEllie (23.04.2015)  (Read 28033 times)

JuliaEllie

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I finally found time to fix it

Hey everybody,

this is my new mod. It adds the Cryptohax Cryo Charges which allow us to hack the Crypto Caskets.

This mod was made live on stream in about 7 hours. Thanks everyone who was with me during that hard time

Features:

Cryopop Charge - makes the Casket explode after some time.
Cryopoison Charge - makes the Pawn inside suffocate within seconds.
Cryoknock Charge - incaps the Pawn for further "use" (you know the drill guys)

Cryoactivator Charge - used to activate the other charges all at once. You only need one to activate them all and should be built LAST!

All Charges must be built adjacent to a Crypto Casket to work and they are expensive.

Now with Textures by Unifex! Thanks a lot :)


DOWNLOAD ME!
« Last Edit: July 26, 2015, 11:02:34 PM by MarvinKosh »
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Ra30R3

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #1 on: December 11, 2014, 03:17:28 PM »

Thank you!
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Clibanarius

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #2 on: December 11, 2014, 05:51:51 PM »

I do love you, you know. Absolutely amazing!
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JuliaEllie

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #3 on: December 12, 2014, 02:35:01 AM »

I love you guys too :)

Evil o ViiRuS

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #4 on: December 14, 2014, 07:51:07 PM »

How do you activate the charges they just say Unactive even thought i have the Cryoactive charge placed next to the casket
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Xiupan

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #5 on: December 14, 2014, 09:04:33 PM »

I couldn't get it to work either :( I tried adding power via a solar panel and conduits but got nothin' :/
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Raufgar

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #6 on: December 14, 2014, 09:53:50 PM »

Sadly, I must also humbly request as to how to use said 'coffin bombs' in-game, as one cannot 'use' them, not attack them. Must one have a throwable weapon or do I need to mortar it from afar?
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JuliaEllie

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #7 on: December 15, 2014, 03:02:23 AM »

I just tried it again and they actually work fine for me. They do start a count down and then crumble after their work is done. Did you build the activator after the other charges were built or did you place them together?
« Last Edit: December 15, 2014, 03:07:08 AM by JuliaEllie »
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Raufgar

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #8 on: December 15, 2014, 05:18:58 AM »

I just tried it again and they actually work fine for me. They do start a count down and then crumble after their work is done. Did you build the activator after the other charges were built or did you place them together?

I placed the knockout charges (I like new fodder to throw at mechanoids) and the activator all together. When I clicked on the activator or the charges, they had the (inactive) tag. Is a button supposed to show when you select the activator, or are we supposed to right click on the activator to get a menu?
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Don't be afraid to voice your opinions...

The worse thing that can happen to you is that you'll get your ass capped.

JuliaEllie

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #9 on: December 15, 2014, 05:23:54 AM »

They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.

unifex

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #10 on: December 15, 2014, 07:03:43 PM »

In the activator class you enumerate through all the colonists' buildings and assume they are cryptocharges/poison_charges etc resulting in some class cast exceptions. If you change to e.g.:

Code: [Select]
IEnumerable<cryptocharge> cryptoCharges = Find.ListerBuildings.AllBuildingsColonistOfClass<cryptocharge>();
foreach (var charge in cryptoCharges.ToList<cryptocharge>())
{
    charge.start = true;
}

and the same for poison_charge etc. it should behave (works OK for me with that). Or test each Building's type if you use the allBuildings approach, otherwise it'll result in a class cast exception. My C# is fairly sketchy so the above probably isn't idiomatic C#.

As it stands the mod should still work OK if the only buildings you have are cryptocharges before placing the activator I think, otherwise I guess it throws the exception and doesn't look at the poison_charges and incap_charges.
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Xiupan

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #11 on: December 15, 2014, 07:04:22 PM »

They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.

I did just that, still can't figure out how to get them to work :/
I built 3 Cryo stun thingies first, one each next to a cryo-coffin, waited until all three were finished and built. Then built the activator next to a random one of the three. Nothin' :/ Should the victims just pop out and start squirming on the floor right after the activator is built? Or do you need to like coax them out by shooting at one of the coffins or activator?
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unifex

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #12 on: December 15, 2014, 07:30:42 PM »

They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.

I did just that, still can't figure out how to get them to work :/
I built 3 Cryo stun thingies first, one each next to a cryo-coffin, waited until all three were finished and built. Then built the activator next to a random one of the three. Nothin' :/ Should the victims just pop out and start squirming on the floor right after the activator is built? Or do you need to like coax them out by shooting at one of the coffins or activator?

Try building a cryopop charge as the very first thing you do, then an activator. Should work OK (actually I think poison will too).

Now try a fresh map, but build a butcher table first, then the cryopop charge and activator. This'll prevent the activator from doing its thing (delete the activator and butcher table, then place another activator, and it will work OK again).
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nuocmamt

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #13 on: December 16, 2014, 08:40:45 AM »

If you want it to work, build every cryocharge but the activator, let them finish building, then build activator. Don't build activator before other charges, otherwise it doesn't work. If it doesn't work the first time, deconstruct every cryocharge on the map, then try again. Remember, only one activator is needed for the charges to work.
« Last Edit: December 16, 2014, 08:42:24 AM by nuocmamt »
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Raufgar

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Re: [MOD] [ALPHA 8] Cryptohax Cryo Charges (11.12.2014)
« Reply #14 on: December 16, 2014, 10:10:16 AM »

Have tested again, received the attached error. Ist built the cryo-knockout charges 1st, saved, then built the activator. 2nd try, I deconstructed the activator & my butcher tables, then built it again. Same error.

Save File is here, and the World Seed is attached.

[attachment deleted due to age]
« Last Edit: December 16, 2014, 10:15:49 AM by Raufgar »
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