[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]
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Ahh, my mistake, good luck getting that worked out. I've been messing around looking at the game files and trying to get a general idea of what's going on, when I feel more motivated I might try taking a stab at modding myself.iforgotmysocks wrote:Noope, you missunderstood. They are just slow.dijital wrote:Nice to see you got the slow missiles working, as well as DoT missiles. Looks like fun, can't wait for the FR version
The missiles which are going to be able to slow down other ships are still in work. ^^ Didn't find out how to do that yet.
Awesome, some point soon I'll probably start up a new game (after taking a break as I've already abandoned my old save), can't wait to give it a shot (literally lol)iforgotmysocks wrote: Fight Reloaded Version uploaded! Might get updated very soon. ^^
Don't worrie, updates which don't add aditional missiletypes work on existing savegames.
You also should be able to update the regular version to Fight Reloaded on an existing save.
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Give it a try.dijital wrote: Ahh, my mistake, good luck getting that worked out. I've been messing around looking at the game files and trying to get a general idea of what's going on, when I feel more motivated I might try taking a stab at modding myself.

The community really needs more modders!
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you didnt mentoin yet that i developed a method to add and remove things from existing Savegames at will for clean installing/uninstalling Modsiforgotmysocks wrote:Don't worrie, updates which don't add aditional missiletypes work on existing savegames.
You also should be able to update the regular version to Fight Reloaded on an existing save.


if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Because i didn't try it yet and i don't know if it works as i want it to work. ;pUniTrader wrote:you didnt mentoin yet that i developed a method to add and remove things from existing Savegames at will for clean installing/uninstalling Modsyour case is an even better testing scenario than the mod i updated with that method because there are less uncertainities
I don't like to make promises, which i can't keep.
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for this mod it will certainly work since you dont add Ship parts or at least can guarantee the Ship iyou change exists only one timeiforgotmysocks wrote:Because i didn't try it yet and i don't know if it works as i want it to work. ;pUniTrader wrote:you didnt mentoin yet that i developed a method to add and remove things from existing Savegames at will for clean installing/uninstalling Modsyour case is an even better testing scenario than the mod i updated with that method because there are less uncertainities
I don't like to make promises, which i can't keep.


if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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I have 2.4 and I can buy the missiles, but they do not show up in my missile window when I'm scrolling trough my missiles in the cockpit.
Im using the fight reloaded version.
It said it had initialized it onscreen when I installed it.
but like I said, no missiles show up after I buy them.
Am I missing something?
Im using the fight reloaded version.
It said it had initialized it onscreen when I installed it.
but like I said, no missiles show up after I buy them.
Am I missing something?
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Did you start a new game with 2.3 or 2.4?Thurmonator wrote:I have 2.4 and I can buy the missiles, but they do not show up in my missile window when I'm scrolling trough my missiles in the cockpit.
Im using the fight reloaded version.
It said it had initialized it onscreen when I installed it.
but like I said, no missiles show up after I buy them.
Am I missing something?
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That's a nice mod iforgotmysocks 
Suggestion: Please implement an increased missile storage/launcher capacity for the Skunk.
Cheers Euclid

Suggestion: Please implement an increased missile storage/launcher capacity for the Skunk.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Sadly not yet. ^^Thurmonator wrote:Oh I get it now that you have to start a new game with 2.3. I did not. I thought it was fixed for existing save games.
Hmm, it never really crossed my mind since the skunk has a large storage for missiles...euclid wrote:That's a nice mod iforgotmysocks
Suggestion: Please implement an increased missile storage/launcher capacity for the Skunk.
Cheers Euclid
I'll think about it.
Thanks.

I don' think i can help there.Dark_Ansem wrote:grr I can't understand a damn thing of those laser textures. I've digged through all stupid GZ files and nothing even closely resembling a laser.

And you've got the wrong thread. ^.^
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No need for that. Would have answered anyway. 
Just came home. ^^
In the modfolder, open up:
md -> Improved_Missiles_Main.xml
Line 23 - 25:
Contains what you're looking for. But i need to warn you, termites are quite op already, i was too lazy to rewrite the damage calculation.
It's too simple atm, thats why it inflicts too much damage to bigger ships.
Increasing the ticks and lowering the damage still makes them more op against bigger ships. Just increasing the ticktime is actually a good idea.
I'll rewrite it once i've some spare time.

Just came home. ^^
In the modfolder, open up:
md -> Improved_Missiles_Main.xml
Line 23 - 25:
Code: Select all
<set_value name="$termiteDamage" exact="7500"/>
<set_value name="$termiteDamageTicks" exact="5"/>
<set_value name="$termiteDamageTicksTime" exact="0.7s"/>
It's too simple atm, thats why it inflicts too much damage to bigger ships.
Increasing the ticks and lowering the damage still makes them more op against bigger ships. Just increasing the ticktime is actually a good idea.
I'll rewrite it once i've some spare time.
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Congratulations, you changed the duration of a notification which was created for debugging purposes. ^^Blackb1rd0 wrote:Sorry for the bit above. This is section I refer to
<show_notification comment="'Targetstuff'" details="'2.c targetAct ' + @$launchListTermite.{1}" timeout="12.5s" chance="$dC"/>
You can see I changed it to 12.5s but it did nothing.
Thanks
I posted you the lines.
The one you are looking for is
Code: Select all
<set_value name="$termiteDamageTicksTime" exact="0.7s"/>
Right now the enemy will lose hp every 0.7 seconds for 5 times.