[A10] Cryptohax Cryo Charges FML edition - JuliaEllie (23.04.2015)

Started by JuliaEllie, December 11, 2014, 03:07:04 PM

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JuliaEllie



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!


Clibanarius



Evil o ViiRuS

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

Xiupan

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

Raufgar

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?
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

#7
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?

Raufgar

Quote from: JuliaEllie 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?

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?
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

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

unifex

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.:


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.

Xiupan

Quote from: JuliaEllie 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.

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?

unifex

Quote from: Xiupan on December 15, 2014, 07:04:22 PM
Quote from: JuliaEllie 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.

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).

nuocmamt

#13
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.

Raufgar

#14
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]
Don't be afraid to voice your opinions...

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