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 Void Wanderers ( Updated - V131 ) 
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Next release of 40K Recomp should have bombs support (arty+plasma for IG, rockets+plasma for SM), but the projectiles themselves are AEmitters not TDExplosives. There's no errors, but it may cause problems with the shop menu/etc.


Sat Dec 07, 2013 2:29 am
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
4zK, yeah it works as intended. Once you don't have enough communcation you can't fully control some actors.

Arcalane, I can say for sure that if your bombs sense surface via script to explode in the air, you should check that their velocity is > 0 ( a nice and simple check implemented by Major in UTL ) or they will explode in the shop UI. Also if your bombs need to detect craft which drops them to assign a team, they won't work with VW, because there is no craft to detect. I'll probably do something about it, because many bombs need a craft nearby to work properly.


Sat Dec 07, 2013 10:21 am
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
It would be nice if you would add the ability to beam down additional troops, using the bodies in the cloning pod.

E: Meanwhile, I created a full port of Kettenkrad's General Industries (translation: I ripped off the .lua file for Ronin as a base for each corresponding weapon - i.e. Thumper for M79, M60 for RPK - and tweaked the cost and description to match with GI's).

It does include the L-GED, although I gave it a hiiiiigh rep cost of 10 000, so it should for the most part be a black market weapon or ERMAGHERD DUDE I LOVE YOU SO MUCH perk from GI faction.

E2: Also, the IMWD faction file needed a small fix to prevent actors being spawned with another copy of the medikit, leading to them eventually weighing a ton and the item storage being overloaded. I can upload it as well, if needed.


Attachments:
File comment: General Industries faction file.
GeneralIndustries.lua [13.95 KiB]
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Sat Dec 07, 2013 12:29 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
weegee wrote:
Arcalane, I can say for sure that if your bombs sense surface via script to explode in the air, you should check that their velocity is > 0 ( a nice and simple check implemented by Major in UTL ) or they will explode in the shop UI. Also if your bombs need to detect craft which drops them to assign a team, they won't work with VW, because there is no craft to detect. I'll probably do something about it, because many bombs need a craft nearby to work properly.


The only bomb that does that is the Cluster Mortar, which I specifically avoided coding into the options to avoid any hiccups. ;)

They aren't craft-reliant either. The projectiles are AEmitters that are spawned as part of a script, as opposed to actual vanilla-store-purchaseable TDExplosive Bombs that can be dropped from a dropship or whatever.

Looking at the store in VW, the bomb object itself is not shown in the store when the bomb is selected. As the base ship has no bomb bays by default, I can't test whether it still works or not. :???:


Sat Dec 07, 2013 3:56 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Arcalane, I guess that is they are not actual bombs that can be bought in the game shop VW just won't create them because it does not know about AEmitters since they are not items. You probably can use some simple TDExplosive with a script that will create your AEmitter and simply delete itself after that but only if it's speed is > 0 :) That should fix everything. Also you can always just start a new game, then open savegame.dat in notepad and set Player0Gold=1000000 to test everything you need.

scrdest, IMWD is not part of the unofficial faction pack and I can't fix anything in it myself. You should probably notify Insano-Man about this problem. I'll test your GI file and add it to faction pack if it's works fine, thanks.


Sat Dec 07, 2013 4:47 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Hmm. That's a little hacky but better than nothing. I'll give it a shot. Seems to work in the interface at least.

I cannot, for the life of me, find the ship upgrade interface. Makes proper testing a little harder. :???:


Sat Dec 07, 2013 6:15 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
You need to fly to Toha Shipyards and then go to ship panel and press right till you see some ship related stuff. Or you can just set

Player0VesselBombBays=1
Player0VesselBombStorage=25

in your save file.


Sat Dec 07, 2013 6:17 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
I actually meant that it only takes small tweaking - specifically, adding a tiny bit of code to remove pre-equips, and I'd done it this morning right after GI :P

GI, as far as I can tell after playing as them for a couple hours today, works fine, although once in a while the script that removes weapons from the actor fails to execute. So, for example GI Mercenary got 2 assault rifles out of nowhere. It's not exclusive to that .lua file either, the tweak to IMWD is the exact same thing except for medikits and it also fails every now and then.


Attachments:
File comment: Fix for the self-replicating medikits.
IMWD.lua [15.86 KiB]
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Sat Dec 07, 2013 6:40 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Hmm. First result was simply waves of 'idle' rockets being dropped until something set one of them off somehow. Lots of console errors on my end for some reason.

Guess I'll have to keep testing and tweaking.

This is the script on the dummy TDExplosive;

Code:
function Create(self)
   self.lifeTimer = Timer();
   self.lifeTime = 100
end

function Update(self)
   self.AngularVel = 0;
   if self.lifeTimer:IsPastSimMS(self.lifeTime) and self.Velocity > 0 then self:GibThis();
   end
end

function Destroy(self)
   ActivityMan:GetActivity():ReportDeath(self.Team, -1);
end


Error is about comparing a value to nil on line 8. Maybe the line 7 angularvel thing is upsetting it?


Sat Dec 07, 2013 6:52 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Can you PM me your current version of th mod and tell which emitter you would like to "bombify" so I could make an example?


Sat Dec 07, 2013 8:20 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
weegee wrote:
Can you PM me your current version of th mod and tell which emitter you would like to "bombify" so I could make an example?


Just get the latest version from the thread - I haven't changed the artillery code since then, and the upcoming version is mostly about turrets.

Imperial Guard will have access to Basilisk + Bombard + Plasma Shot.
Space Marines will have access to Whirlwind + Heavy Whirlwind + Plasma Shot.

Relevant files and code can be found in W40K.rte/Strikes/<projectile>.ini.


Sat Dec 07, 2013 8:36 pm
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Hm, I seem to randomly have issues with the latest version such as missions reporting as completed the minute it has loaded, the faction select menu preventing me from filling up the last few CPU slots (namely the last two, on occasion last three). Unfortunately the last issue is a game stopping one since what happens is that if I'm attacked by some other faction mid-flight, the assault squads have a tendency to not actually teleport in. That is the markers and countdown will appear but once the timer is done, not one troop spawns.

I checked the lua log as the assault happened but not one error was reported within it. Not sure what could be causing the problem so any help would be fantastic.


Sun Dec 08, 2013 7:45 am
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
Arcalane, grab the attached file it should work fine with VW, but a few time exploded my dropship )))

WorldOfGooCorp, send me you save files right before some weird things occur

Updated, now supports all UTL bombs made by Major :D



Attachments:
EmitterBomb.rte.zip [1.05 KiB]
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Sun Dec 08, 2013 8:18 am
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Post Re: Void Wanderers ( Updated - B109 - BOMBZ! )
weegee wrote:
Arcalane, grab the attached file it should work fine with VW, but a few time exploded my dropship )))


:lol:

I was going to keep the TDExplosive set as unbuyable, since it wouldn't make sense for most of them to be called in by dropship anyway.

Ed: All set up now. I just need to iron out a few wrinkles in my own scripts/code and then it should be good to go for R20. I've added cluster mortars to the lineup as well.


Sun Dec 08, 2013 2:47 pm
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Post Re: Void Wanderers ( Updated - B111 - ORDERS! )
Updated. Now your brain can give orders to a few units simultaneously. Open your PDA -> Orders and you can command all nearby units to follow you, dig, sentry or brain hunt. You can also link units to you and they will shoot and aim with your brain. You can even link + goto your units, but be extremely cautious with explosive weapons when you shooting. To disable linking just switch from your brain to some other unit.


Sat Dec 14, 2013 8:19 pm
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