XenoNUT Posted April 22, 2012 Share Posted April 22, 2012 (edited) Just something I was playing around with yesterday. The self-extracting RAR will automatically backup your files and install, just make sure to choose the right path for your Xenonauts 'assets' folder. You can select the alternate fire-mode in ground combat by pressing 'L' on the keyboard, assuming you have not reconfigured your keys. It does not seem to play nicely with an existing save, when I try to load one I get an immediate Crash to Desktop when clicking on the base Vehicles tab- so I recommend starting a new game to try it out. It is also fairly easy to remove when you are done playing around with it, just run the hunterRLMG_uninstall batch file in the assets folder. It will restore your files as they were before installing and will remove all files and directories created by the mod. Forum attachments do not seem to be working, so I had to upload the file to a 3rd-party file-sharing site (dropbox). Here's the link: http://db.tt/r3f8FLJy Click on the blue 'Download now' link. P.S. No Scatter Laser, just the RL/MG combo. I have not gotten far enough in the game to where the Scatter Laser is researchable and can be added as a vehicle weapon- not even sure if it is implemented in-game at this time. Have fun! Edited May 15, 2012 by XenoNUT Changed file hosting sites, updated link. Quote Link to comment Share on other sites More sharing options...
The New Romance Posted April 22, 2012 Share Posted April 22, 2012 To make this beast even more dangerous? Quote Link to comment Share on other sites More sharing options...
Chris Posted April 23, 2012 Share Posted April 23, 2012 Hehe. Yeah this is leftover code. Secondary weapons won't be available for any vehicles in vanilla Xenonauts, I don't think. But they'll probably still be accessible to modders. Quote Link to comment Share on other sites More sharing options...
XenoNUT Posted April 23, 2012 Author Share Posted April 23, 2012 Yeah it's basically me looking at the Hunter/Ferret artwork and going, "Gee it looks like it could accommodate both," then noticing in the vehicles.xml there is a line for Secondary Weapon. Just gives you some flexibility- rocket launcher when you have a horde of alien enemies holed up in the petrol station, .50 cal machinegun to take out that lone alien standing next to an old granny. They are still pretty easy work for a Sebillian with a Plasma Rifle as I did not mess with any of the stats. I was actually surprised at how poor they are at providing cover for Xenonauts. I had one get destroyed (one or two rifle shots) and had my guys use it for cover- to my surprise I was only able to do so for one turn. One well-placed shot made the whole thing just disappear and left my guys exposed. Maybe once the aliens are lobbing plasma grenades, burned out vehicles can be made more permanent cover (as they will then protect you from rifles and such but can be circumvented by the tossing of one well-placed grenade). Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 23, 2012 Share Posted April 23, 2012 Leaving it in for modders is a very good plan. Leaves the door open for hi-ex/stun or stun/nerve gas launcher variants for example. Quote Link to comment Share on other sites More sharing options...
Belmakor Posted May 10, 2012 Share Posted May 10, 2012 Could the Hunter not be equipped with flares and or/smoke grenades? There would be no need for a secondary weapon since these launchers are usually fitted to the side of armour. Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted May 10, 2012 Share Posted May 10, 2012 Could the Hunter not be equipped with flares and or/smoke grenades? There would be no need for a secondary weapon since these launchers are usually fitted to the side of armour. I really like this. Adding smoke launchers to the sides of the Hunter would add a bit of utility to the vehicle. Plus this should be pretty easy to do. Quote Link to comment Share on other sites More sharing options...
erutan Posted May 10, 2012 Share Posted May 10, 2012 (edited) It'd actually be nice to choose between a 50cal + smokes or flares or a rocket launcher one. It gives a nice balance between utility and pow pow. Or alternatively choose a primary weapon type, then you can choose a another weapon, smoke nades, flares, or reinforced armor (more HP) as a secondary slot. Honestly I try to save kills for my troops, so a smoke grenade + armor one would be useful. Total utility wagon! Edited May 10, 2012 by erutan Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 10, 2012 Share Posted May 10, 2012 The armour wouldn't work unless it was a separate vehicle as things stand I think. The other options should all be viable if you make a few alterations to the xml files though. Quote Link to comment Share on other sites More sharing options...
erutan Posted May 10, 2012 Share Posted May 10, 2012 Ah, well. Down the road it would be nice to have things like health easily moddable, though I imagine the code must be going through a lot of fluctuations now so it's obviously not a priority at this point. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 11, 2012 Share Posted May 11, 2012 The health and armour values are easily moddable now. I just don't think it is possible to add them to a weapon. You could have two variants though. A heavily armoured vehicle with reduced firepower or a lighter unit with a main gun and utility launcher. Quote Link to comment Share on other sites More sharing options...
erutan Posted May 11, 2012 Share Posted May 11, 2012 Oooo. I like. Quote Link to comment Share on other sites More sharing options...
BobbyDylan Posted May 11, 2012 Share Posted May 11, 2012 That smoke idea is interesting.... Does the game have smoke gernades? Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted May 11, 2012 Share Posted May 11, 2012 That smoke idea is interesting.... Does the game have smoke gernades? Not yet, but they are pretty much done code wise it looks like. There is an entry in the weapons_gc and I think only one of the image files needs completed to add it. The big thing that would need done before it is brought into the game is making smoke do less damage so that troops don't pass out when they walk through two squares of it. Currently the values for this are editable in the gas_gc file. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 11, 2012 Share Posted May 11, 2012 Yeah that can be balanced a little better. As QM said though, the basics are there to be fiddled with. I might even give it a go next week once my assignment is finished. Quote Link to comment Share on other sites More sharing options...
erutan Posted May 11, 2012 Share Posted May 11, 2012 That'd be awesome Gaud! Quote Link to comment Share on other sites More sharing options...
Belmakor Posted May 11, 2012 Share Posted May 11, 2012 Yeah that can be balanced a little better.As QM said though, the basics are there to be fiddled with. I might even give it a go next week once my assignment is finished. You take the words out of my mouth. Care to collaborate? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 12, 2012 Share Posted May 12, 2012 I won't be able to make a start on anything new until after the 16th anyway. It might well be easier to add different vehicles with built in secondary weapons if there is no way to select them inside the game. Two different Hunters for example, the Hunter-S with a built in smoke launcher and the Hunter-F with flare launcher. You would still choose the primary weapon as normal from 50cal, rocket or scatter laser. Have to have a look and see how XenoNut did his version. First though need to get a working smoke or flare launcher in the game as a weapon the vehicle can use, shouldn't be too hard to do hopefully. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 12, 2012 Share Posted May 12, 2012 (edited) OK small update, I just accidentally added a working smoke launcher to the hunter as a secondary weapon. Thought I would have a mess about and see how hard it was, turns out its not. *edit* and the flare launcher is in as well. Edited May 12, 2012 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 12, 2012 Share Posted May 12, 2012 To duplicate this using notepad, open these files in the assets folder and add in the information below. It is a bit of a long way of doing it but it is too late to bother finding a host for a zip file. I also don't know if this will work with a previous save file so back up your files before modifying them. To vehicleweapons_gc add: <Weapon name="Vehicle_smoke" bulletType="grenade" emptySound="audio/sfx/emptygun.ogg"> <props range="10" clipSize="8" /> <SingleShot sound="Vehicle Weapon Rocket Launch"> <Set1 ap="20" accuracy="20" /> <Set2 ap="30" accuracy="33" /> </SingleShot> <GUIImage name="gui/weapons/grenadestun.png"/> <GroundImage name="grounditemimages/grenade.png"/> <Ammos> <Ammo name="default" type="grenade" damage="0" mitigation="0"> <Projectile spectre="projectiles/grenade" speed="500"/> <Impact spectre="particles/smoke/smoke" radius="3" sound="Weapon Gas Grenade" fireChance="0" smokeChance="90" gasType="GrenadeSmoke" /> </Ammo> </Ammos> </Weapon> <Weapon name="Vehicle_flare" bulletType="flare" emptySound="audio/sfx/emptygun.ogg"> <props range="10" clipSize="10" /> <SingleShot sound="Vehicle Weapon Rocket Launch"> <Set1 ap="20" accuracy="20" /> <Set2 ap="30" accuracy="33" /> </SingleShot> <GUIImage name="gui/weapons/flare.png"/> <GroundImage name="grounditemimages/grenade.png"/> <Ammos> <Ammo name="default" type="energy" damage="0" mitigation="0"> <Projectile spectre="projectiles/grenade" speed="500"/> <Impact spectre="projectiles/robbanas/explosion" radius="1" sound="Weapon Stun Grenade" fire="0" /> </Ammo> </Ammos> </Weapon> To vehicleweapons add: <Row> <Cell><Data ss:Type="String">VV.SMOKEGRENADE</Data></Cell> <Cell><Data ss:Type="String">Smoke</Data></Cell> <Cell><Data ss:Type="Number">30</Data></Cell> <Cell><Data ss:Type="Number">-10</Data></Cell> <Cell><Data ss:Type="Number">100</Data></Cell> <Cell><Data ss:Type="Number">8</Data></Cell> <Cell><Data ss:Type="Number">5</Data></Cell> <Cell><Data ss:Type="String">None</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="String">weapons/ballistic/grenadesmoke</Data></Cell> <Cell><Data ss:Type="String">SM</Data></Cell> </Row> <Row> <Cell><Data ss:Type="String">VV.FLARE</Data></Cell> <Cell><Data ss:Type="String">Flare</Data></Cell> <Cell><Data ss:Type="Number">30</Data></Cell> <Cell><Data ss:Type="Number">-10</Data></Cell> <Cell><Data ss:Type="Number">100</Data></Cell> <Cell><Data ss:Type="Number">10</Data></Cell> <Cell><Data ss:Type="Number">5</Data></Cell> <Cell><Data ss:Type="String">None</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="String">weapons/misc/flare</Data></Cell> <Cell><Data ss:Type="String">FL</Data></Cell> </Row> To vehicles (not vehicles_gc) add a new line: <Cell><Data ss:Type="String">VV.SMOKEGRENADE;VV.FLARE</Data></Cell> just below this one: <Cell><Data ss:Type="String">VV.ROCKET;VV.MACHINEGUN;VV.SCLASER</Data></Cell> To strings add: <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s74"><Data ss:Type="String">VEHICLE.WEAPON.SMOKE</Data></Cell> <Cell><Data ss:Type="String">Smoke launcher</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s74"><Data ss:Type="String">VEHICLE.WEAPON.FLARE</Data></Cell> <Cell><Data ss:Type="String">Flare Launcher</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s67"><Data ss:Type="String">ManTech.VV.SMOKEGRENADE</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">Smoke launcher</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s67"><Data ss:Type="String">ManTech.VV.FLARE</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">Flare Launcher</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s62"><Data ss:Type="String">VV.SMOKEGRENADE</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">Smoke launcher</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s62"><Data ss:Type="String">VV.FLARE</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">Flare Launcher</Data></Cell> </Row> To items add: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">VV.SMOKEGRENADE</Data></Cell> <Cell><Data ss:Type="Number">1000</Data></Cell> <Cell><Data ss:Type="String">Unlimited</Data></Cell> <Cell><Data ss:Type="String">weapons/vehicle/rocket</Data></Cell> <Cell ss:StyleID="s64"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">VV.FLARE</Data></Cell> <Cell><Data ss:Type="Number">1000</Data></Cell> <Cell><Data ss:Type="String">Unlimited</Data></Cell> <Cell><Data ss:Type="String">weapons/vehicle/rocket</Data></Cell> <Cell ss:StyleID="s71"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell> </Row> To gsgcitemtranslator add: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">VV.SMOKEGRENADE</Data></Cell> <Cell><Data ss:Type="String">Vehicle_smoke</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">VV.FLARE</Data></Cell> <Cell><Data ss:Type="String">Vehicle_flare</Data></Cell> </Row> To gas_gc add: <GasType name="GrenadeSmoke"> <Anim name="particles/lightsmoke/lightsmoke" /> <Props damage="0" stunDamage="2" dissipationChance="40" accuracyReduction="20" LOSReduction="3" /> </GasType> Quote Link to comment Share on other sites More sharing options...
Belmakor Posted May 12, 2012 Share Posted May 12, 2012 Nice work! Will give this a whirl in due course. Quote Link to comment Share on other sites More sharing options...
XenoNUT Posted May 13, 2012 Author Share Posted May 13, 2012 Cool, I'll have to try that out Gauddlike! Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 13, 2012 Share Posted May 13, 2012 Just found this, thought you might appreciate it http://www.alexkreeger.com/ferret.html Quote Link to comment Share on other sites More sharing options...
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