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Slayerjerman

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Posts posted by Slayerjerman

  1. I had a silly idea to make a projectile-based medkit, using the medkit entry in weapons_gc as a template, I took it's properties and combined them with those of a standard assault rifle:

    <Weapon name="weapon.healrifle" bulletType="normal" emptySound="Empty Click 1">	<props range="22" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="20" reloadAPCost="25" reloadSound="Weapon Ballistic Reload" strengthLimited="0" reactionModifier="1.2" />	<SingleShot sound="Weapon Assault Rifle Single" delay="0.6" suppressionValue="20" suppressionRadius="2">		<Set1 ap="24" accuracy="46" />		<Set2 ap="60" accuracy="105" />	</SingleShot>	<BurstFire ap="32" accuracy="32" sound="Weapon Assault Rifle Burst" delay="0.6" burstdelay="0.1" shotCount="3" suppressionValue="30" suppressionRadius="3" />	<GUIImage name="gui/weapons/AssaultRifle.png"/>	<GroundImage name="grounditemimages/ballistic_rifle.png"/>	<Ammos>	<Ammo name="ammo.ballistic.medicammo" type="energy" damage="-50" stunDamage="0" mitigation="0" >		<Projectile spectre="projectiles/bullet/bullet" speed="2000" showAfterDistance="60.0" />		<Impact spectre="particles/bulletplume/bulletplume"/>		</Ammo>	</Ammos>	</Weapon>

    The weapon is based on the medkit's entry, it uses negative damage on a melee hit to heal, so I simply made the damage on the rifle ammo projectile to be negative as well.

    In combat, when I force-target a friendly unit, I get the heal-cursor as if I were using a medkit, but when I shoot them, the bullet does absolutely nothing (no damage and no healing...nothing!). I see the bullet hitting the target, they get suppressed...etc, but damage isn't registering at all. I'm out of ideas and assume that you cant have negative damage on projectiles?

    Thoughts?

  2. So I was tinkering and got to thinking why should weapons be limited to a single ammo type. I spent a whole day experimenting with weapons & ammos.

    Using weapon.rocketlauncher as a template since that's the only weapon I know that can change ammo types, i was able to create a test rifle that allows for switching ammo magazines and shoots bullets with various effects and such. However, it's kind of a sloppy hack as I simply made a copy of the default assault rifle, and created ammos called weapon.rocket.AP. weapon.rocket.HE, weapon.rocket.ZAP.... and edited weapons_gc.xml to fire the various new ammo types.

    The side effect of this is that the test rifle had to be given the ammo property in weapons.xml as "ammo.rocket" to allow it to accept the multiple ammos and place the new ammo magazines under equipment/Rockets in the GUI. Trying to assign it "ammo.ballistic.rifle" resulted in the gun only accepting the standard magazine as valid ammo even though I have other ammos set up in weapons_gc...so that was no good.

    While the test rifle cannot load ammo.ballistic.rifle magazines directly, it does work with any rocket ammo (which again, is a sloppy hack), including the new rocket ammos I made. I set up the weapon so that if it loaded any other rocket ammo it'd in effect fire as if it was standard rifle ammo (so that if you loaded weapon.rocket.frag, it would act as a standard rifle magazine), with the exception of the 3 new ammo types. You can load standard assault rifle magazines in combat if you use the quick reload on the UI, but not if you drag standard rifle mags onto the gun in the inventory screen, which is interesting, so its partially working there.

    The downside is that with this method, weapons accept any rockets as magazine ammo and that new rocket ammo is treated globally, meaning that you would have sniper/MG/assault/shotgun/pistol all sharing the same ammo pool, effectively making ammo universal.... thats no good :(

    I tried also creating ammo.ballistic.rifle and ammo.ballistic.rifleHE....both ammos work but only for the specific gun its assigned to be used. If a rifle is assigned ammo.ballistic.rifle, it wont load the other type and vice-versa. So thats no good either!

    ANYWAY - TLDR;

    Inside weapons.xml, under the "AMMO" column, is there anyway to allow a gun to accept multiple ammo types and/or somehow make all entries for "ammo.ballistic" act the same as ammo.rocket? I want 1 gun to use 5 ammos, like the rocket launcher to avoid having 5 guns for 5 ammo types.

  3. You also need to setup what unit animation files it uses when in combat under /assets/units/xenonaut. Inside there are each of the armor animation sets for each xenonaught armor. Then you create a folder called weapon.yourweaponname inside EACH armor folder and place a file soldier_spectre.xml

    soldier_spectre.xml contains data referencing what animation set the unit will use when equipped with that armor & weapon. If you need an example of one of these, check inside units/xenonaught/armour.basic/weapon.assaultshield.... What that XML does is reference the same animation set as the combatshield so that when you wear the assaultshield, the unit looks right.

    If you do not setup /units/ as stated above, your solider will be invisible in combat and unable to move when you try to use your custom weapon.

  4. Very impressive work, how many time are you working on this?

    About 8 hours total, That was mostly spent across the last two days, and most of that time was learning the files and what goes where and editing and cropping weapon sprite files (that are not presently in the mod as I am awaiting the reply from the original artist). Fixing the /unit/ data files took about an hour which was mostly again figuring out the XMLs and some creative copy/paste. ;)

    Next set of weapons will go a lot faster and have fewer issues, if any. Heh.

  5. Very clean code, very interesting options and stat development. :cool:

    But I have a little question, this weapons lacks on animations right?

    Thanks for taking the time to review the code, really appreciated! Yeah, right now its just going to be the weapon GUI sprites that are new, I am simply reusing the equivalent "groundimages" and such from the base game weapons.

    Probaly looking at adding more stuff sooner or later, but for now this was my first real mod attempt aside from tinkering with gameconfig.xml, lol.

    What I really want to do next is add more armor sets, especially more shields. The combat shields are seriously underrated! Hopefully with unique outfits, but I dont expect to meddle with the sprite atlases for the in-game units anytime soon.

  6. I did have permission, but granted it was permission from the artist to use the assets in a different game mod, and a few years ago. So, I've re-requested from him to use the same assets in Xenonaughts and in the meantime I have removed the art from the mod and replaced it with temp art in v1.0.2.

    In any case, changing the art is simple, I'm more curious if the XMLs and such are bug-free.

    Also, I'm unable to remove the attachments from the posts through the forum's file manager. So for now those will have to linger.

  7. LasTek

    This private R&D corporation was originally contracted to improve laser technology and after doing so, were discovered selling these new arms on the black market. All LasTek based designs are slightly better than standard Xenonaught laser weaponry.

    Kas Corp

    A newly founded Eurpoean company focusing on existing fission technology enhanced with recovered and modified alien tech. Their weapons are little more than a micro-sized Hadron collider that accelerate particles to near light-speed.

    Core Concepts

    A highly skilled and privately funded weapons developer. Little is known about the company other than the few weapons they do make are exceedingly expensive and only for sale to the ultra-rich. It is rumored some rich lunatic shot down a small UFO craft with one of these rifles and had it hauled to his private estate as some sort of hunting trophy.

    Mars Manufacturing

    Considered little more than a sleazy attempt to get rich quick. Mars Manufacturing quickly setup ultra low-cost factories in China in hopes of churning out fast, cheap and low-grade versions of the standard Plasma designs discovered by Xenonaught researchers. Many blame the Chinese government of leaking the top-secret plans to them, but its still unclear how they got the specification plans.

    Metalstorm INC

    A new subsidiary of a major ammunition supplier for ballistic weapons focusing on weapons with ridiculous rates of fire and pouring lead down range. Make no mistake, their weapons are as lethal as anything the aliens have, just, well, not nearly as accurate.

    mar_heavy.png

    mar_launcher.png

    mar_pistol.png

    mar_rifle.png

    mar_rifle2.png

    mar_shot.png

    metal_heavy.png

    metal_launcher.png

    metal_pistol.png

    metal_rifle.png

    metal_shotgun.png

    metal_smg.png

    metal_sniper.png

    metal_very_heavy.png

    mar_heavy.png

    mar_launcher.png

    mar_pistol.png

    mar_rifle.png

    mar_rifle2.png

    mar_shot.png

    metal_heavy.png

    metal_launcher.png

    metal_pistol.png

    metal_rifle.png

    metal_shotgun.png

    metal_smg.png

    metal_sniper.png

    metal_very_heavy.png

    mar_heavy.png.816b6d2a3a44c0727ea5e2e77a

    mar_launcher.png.2350297cf51c0203838475e

    mar_pistol.png.22cf62842924bd1224dd28ce7

    mar_rifle.png.9b06f0faf4cb39abda6fc8b624

    mar_rifle2.png.e2e5c071c3b09f1788c775e3e

    mar_shot.png.b9f3a0ba307596a0ccb9cd15125

    metal_heavy.png.2095275bd3828275ce5bb042

    metal_launcher.png.f40d52832456fea055e3f

    metal_pistol.png.bf6a876bfbabdb29e3836bf

    metal_rifle.png.0fc097736c295db07d251c25

    metal_shotgun.png.02f85d29fa4521943f08af

    metal_smg.png.766e4673b1d0514822bbfb037b

    metal_sniper.png.2846c69551a35ca02b22b7f

    metal_very_heavy.png.8ae2437ca69524db800

  8. Corporation Weapons Expansion for XNT v5.2+hotfix (v1.0.4)

    Xenonaught Game Ver: 1.06

    DOWNLOAD HERE v1.0.4

    UPDATED V1.0.4 - 100% working and fully tested. Artwork added back in with permission.

    Discussion Thread for Bugs/Suggestions HERE

    +5 new laser weapons

    +13 new plasma weapons

    +8 new ballistic weapons

    +3 new MAG weapons

    All weapons are integrated into XNT v5.2 (including the hotfix). You will need XNT v5.2 first!


    Installation

    1. Download and install XNT v5.2 core pack
    2. Download and install XNT v5.2 hotfix
    3. Download and extract Corporation Weapons Expansion (CWE) into /assets/
    4. Overwrite exisiting files as prompted

    How to unlock

    • LasTek - Unlocked after researching "Advanced Lasers"
    • Kas Corp - Unlocked after researching "Advanced Plasmas"
    • Core Concepts - Unlocked after researching "Advanced MAGs"
    • Mars Manufacturing - Unlocked after researching "Plasma Weaponry"
    • Metal Storm - Unlocked after researching "Advanced MGs"

    Known Issues

    • No weapons have roll-over texts showing their stats. This functions like the new weapons added in XNT. I'll need to fill out the strings.xml with all the data by hand at some point :<
    • Weapons are balanced in-line of the current XNT v5.2 weapons, mostly tested.

    Disclaimer

    Thank you to Goldhawk Interactive for such a great game and doing a wonderful job.

    BIG thanks to the XNT team for their mod, information and templates that helped in modding more stuff.

    Feel free to use these files and modify as you wish, except artwork. Would LOVE it if the XNT team would include these in their base mod and/or maybe fix any errors I made ;)

    Las_heavy.jpg

    Las_pistol.jpg

    Las_rifle1.jpg

    Las_rifle2.jpg

    Las_sniper.jpg

    Las_heavy.png

    Las_pistol.png

    Las_rifle1.png

    Las_rifle2.png

    Las_sniper.png

    kas_autopistol.png

    kas_heavy.png

    kas_pistol1.png

    kas_rifle.png

    kas_rifle2.png

    kas_smg.png

    kas_sniper.png

    mar_heavy.png

    mar_launcher.png

    mar_pistol.png

    Las_heavy.jpg

    Las_pistol.jpg

    Las_rifle1.jpg

    Las_rifle2.jpg

    Las_sniper.jpg

    Las_heavy.png

    Las_pistol.png

    Las_rifle1.png

    Las_rifle2.png

    Las_sniper.png

    kas_autopistol.png

    kas_heavy.png

    kas_pistol1.png

    kas_rifle.png

    kas_rifle2.png

    kas_smg.png

    kas_sniper.png

    mar_heavy.png

    mar_launcher.png

    mar_pistol.png

    Las_heavy.jpg.056b82641996fb83bc298437e3

    Las_pistol.jpg.a56db7248cd98d5b8e89b084d

    Las_rifle1.jpg.e743f194c03b15f242e0f09ae

    Las_rifle2.jpg.11aff39aa77ee516d004c8039

    Las_sniper.jpg.6f146eab65b78885e7bdccfd2

    Las_heavy.png.77878b584ddd43fe94a1333756

    Las_pistol.png.e2e59c6093ce79813fee2c801

    Las_rifle1.png.a2daee7fc8d601caf222fbd9b

    Las_rifle2.png.bc7036cccdc444d4c52ce8899

    Las_sniper.png.fb9077ac9c2ececeb71703c7c

    kas_autopistol.png.b9c4ac2c96fb8b5bc6ff9

    kas_heavy.png.fa3239cb735e732b01e361006b

    kas_pistol1.png.faf24e48941ee288edd2d987

    kas_rifle.png.c17fd2efb32fca786e67689a21

    kas_rifle2.png.3dcaa67907e1d46d26f9c7e20

    kas_smg.png.e8d7f81ca0325b24850f9482e20b

    kas_sniper.png.5de2b3f028d9c6cdc4f11e7cd

    mar_heavy.png.0f1021deb5148ad7e4324a6cef

    mar_launcher.png.13216ec28900d2f211c0931

    mar_pistol.png.71be7184491e1db591cf0ddad

  9. :confused:

    I've added copies of the 5 laser weapons and changed them all to "advanced laser"....etc. But I cant figure out how to change the research screens title/descriptions. See images below.

    I simply want to change "Laser Weaponry" to "Advanced Laser Weaponry" for my new research/items.

    Screenshot 2014-06-25 12.06.26.jpg

    Screenshot 2014-06-25 12.06.50.jpg

    Any ideas? I've tried adding entries into researches.xml and strings.xml....but Im lost.

    Screenshot 2014-06-25 12.06.26.jpg

    Screenshot 2014-06-25 12.06.50.jpg

    577e7cfc1030f_Screenshot2014-06-2512.06.

    577e7cfc13700_Screenshot2014-06-2512.06.

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