New Mod: Weapons Extended 2

Post about your finished mods here.
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digdug
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Mmh, could be a problem in the modifiers. I added a lot to the weapons. I'll post some guidelines for modifiers.
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Atarlost
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I've found another bug. This one looks to be George's though. No multi-shot fragmenting weapons work properly. They fire only single shots. You may want to explore this and possibly temporarily remove such weapons as they are far weaker than intended.
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digdug
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thanks for your report Atarlost.
I'll have a look into it. I tested all the weapons with alterecco's Adonai ship, I was pretty sure to have found all the bugs before release :P
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Atarlost
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http://xelerus.de/index.php?s=mod&id=237 now compatable. Names aren't unidentified because that would create problems with running it stand-alone, but the launcher ammo tables are in.

P.S. You need a sanity check to not put shields on Arco.
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digdug
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P.S. You need a sanity check to not put shields on Arco.
Most of the times however arco has a level I deflector, a level II or a monopole.
Arco should behave as any other ship, he gets a shield 75% of the time in easy mode and 100% of the times in normal and hard mode.
I can hardcode it to get always a shield.
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Atarlost
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For me he somehow wound up with a shield that could shrug off missile hits. That's not good. It was probably the monopole I guess. Since he's basically immune to laser and kinetic there's not much that you can pick up to use against him in Eridani so the balance is more sensative on him than on anything else in the game.
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digdug
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Updated the randomizer to 1.13

- Arco always have a class II deflector now.


http://xelerus.de/index.php?s=mod&id=408
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digdug
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Updated the randomizer to 1.14 !
http://xelerus.de/index.php?s=mod&id=408

Ships with meteorsteel armor won't get a shield anymore
Thanks to Atarlost for finding this bug!
NEW FEATURE:
Custom meteorsteel armor can be recognized by the mod if staticdata is present in the ItemType of the new armor.

Code: Select all

<StaticData>
			<WE_meteorsteel>
	
				(block Nil)
			</WE_meteorsteel>
		</StaticData>
The staticdata can be empty, simply, if it exists, the armor will be parsed by a function and included in the list of the meteorsteel armors


NEW FEATURE 2:
A custom playership can get a random weapon too.
In your custom playership put:

Code: Select all

<StaticData>
			<WE_AddWeapon>
			(int_WESetWeaponConfig "1a" " +Laser;" gPlayership Nil)
			</WE_AddWeapon>
			</StaticData>
the staticdata WE_AddWeapon is checked at the beginning of a new game and run.
In this case the playership will get commonly a level 1 laser or very rarely a level 2 laser when a new game is created.


Have fun creating new custom playership!
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digdug
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Updated the randomizer to 1.15 !
http://xelerus.de/index.php?s=mod&id=408

Atarlost pointed out that besides the Solon shield generator I wasn't checking for custom shields that suppress a damagetype.

So, modders, here it is the requested update:

NEW FEATURE:
Place staticdata like this example in your custom shield:

Code: Select all

<StaticData>
<WE_suppress>
(1)
</WE_suppress>
</StaticData>
the staticdata must contain a single number that is the damagetype of the suppressed weapon by the shield itself.
In this case the shield is suppressing kinetic weapons.
So if the ship has kinetic weaponry, it won't install this shield, and the function will loop until a non-conflicting shield is found.

Have fun!
-------------------------------
A little addition to the playership weapon randomization, when you call the function in the staticdata of the playership like this :

Code: Select all

<StaticData>
         <WE_AddWeapon>
         (int_WESetWeaponConfig "1a" " +Laser;" gPlayership Nil)
         </WE_AddWeapon>
         </StaticData> 
instead of Nil you can put there the itmStruct of the weapon of the ship, something like

Code: Select all

(item (objGetItems gPlayership "wI") 0)
is fine.
In this way the function will uninstall the weapon of the ship and put a new one. The playership will have a weapon, and will be playable even without the randomizer.
Last edited by digdug on Sun Jun 21, 2009 6:26 pm, edited 1 time in total.
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digdug
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A little new module, the Infinite Fuel Mod for Weapons Extended 2
http://xelerus.de/index.php?s=mod&id=520

Infinite fuel and godmods seem to be a highly requested kind of mod on Xelerus.
So I did my little part.

This is the first mod I'm releasing showing the hook on the Randomizer
If you want something running on every ship every 30 ticks, just hook on the main event!

Just make a new xml, and create in the <Globals> a global function called:
intWE_ShipHook[number]

the accepted numbers for now are between 1 and 20
Numbers are so planned to be:
1-Random cargo mod (in construction)
2-Infinite Fuel Mod
3-Random Armor Mod
4-Random Launchers (that are currently not randomized by WE2)
5-Random Devices mod (Pirates with collimators or propulsion upgrades?)
6-Reserved
7-Reserved

All the other numbers up to 20 are free for you modders.
--------------------------------------------------------------------
To get the spaceObj of the ship the main event is looping onto just put this in your mod:
(setq theAIship (objGetObjRefData gPlayership "WE_ShipHook"))

----------------------------------------------------------------------

I discussed with Atarlost that some ships shouldn't be randomized, so I will implement a system that will prevent custom ships to be randomized by adding staticdata to the ship (yes, I love staticdata :P )

In particular we found a bug:
The Dragon Slaver uses a random level 9 antimatter weapon, and it shouldn't for obvious reason. :D
I will correct the bug in the next update.
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digdug
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I had a planned release of a new version of the randomizer and WE2 for today, but last night George released 1.0RC1 :D

The mod crashes in 1.0RC1, so i'm holding it until i figure out what i'm doing that this version doesn't like.
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digdug
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WE2 is working again in RC2 ! :D
I'm slowly rebuilding all the mod, and there will be a version for RC2+
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