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Doomsday bomb V1.51 + radiation + shelters [now for b26] http://45.55.195.193/viewtopic.php?f=61&t=20171 |
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Author: | Mehman [ Sat Nov 13, 2010 1:25 am ] |
Post subject: | Doomsday bomb V1.51 + radiation + shelters [now for b26] |
Hi everyone, This little bomb is a weapon of mass destruction: it should be dropped from a high altitude. They can be dropped from orbit(craft menu). There's also a grenade launcher version. This mod contains bunker modules designed to protect from radiation(the initial radiation burst will still cause a lot of damage) and not being breached by a direct hit from a doomsday bomb. The anti radiation shield is also aviable with the other shields, it is a very heavy device that will protect you from about 50% of the radiation, it needs to be in your inventory to protect you. The doomsday rifle will emmit directionnal radiation(a cone), it will also explode and release radiation if destroyed. The doomsday cobalt bomb will explode less violently than the standard one but will emmit much more radiation. The neutron bomb will emmit a huge amount of neutron radiation, short lasting but very lethal. After it explodes it leaves deadly invisible radiation. However the remote control implant of your bodies can detect it like a geiger counter. The radiation will fade away with time, the damage taken depends on the radiation level(time), the cover, the mass of the body and the distance to the radioactive source. Here are the damage per second taken by a 75 Kg body depending on the time(in s) since the explosion and the cover at a distance of 500Px: Edit: This is only an average, since radioactive phenomenons cannot be accurately predicted. Edit-2: This is true only for b23, since StructuralIntegrities changed with b24 it is easier to be protected, still the global aspect of the curve remains the same. V1.51: Attachment: Works with B23 and b24, edit: and now B26 Old: Attachment: Attachment:
File comment: V1.50: _Neutron bomb renamed to Cobalt Bomb _Neutron bomb added DoomsdayV1.50.rar [574.32 KiB] Downloaded 443 times Attachment:
File comment: | _Doomsday rifle added, quite buggy(gun) _Neutron Bomb added(bomb) _Neutron orbital strike added(craft) DoomsdayV1.40.rar [573.06 KiB] Downloaded 487 times Attachment:
File comment: | _Shelter bunker modules added(bunker modules) _Anti Radiation shield added(shield) DoomsdayV1.30.rar [569.51 KiB] Downloaded 392 times Attachment:
File comment: V1.20: _Doomsday orbital strike added (craft) _Doomsday grenade launcher added DoomsdayV1.20.rar [555.23 KiB] Downloaded 420 times Attachment:
File comment: | _radiation damage will now be reduced when behind cover _longer radiation time _less terrain rape _robots won't be turned into skeletons anymore _explosion damage will decrease over distance _more damaging radiations if not behind cover DoomsdayV1.10.rar [438.97 KiB] Downloaded 446 times Attachment: Please comment, and enjoy! |
Author: | Kettenkrad [ Sat Nov 13, 2010 2:06 am ] |
Post subject: | Re: Doomsday bomb V1.00 |
Very doomsday-ish. The radiation is awesome, perfect for temporarily cutting off choke-points, and the skeleton gibs make it one of those 'holy ♥♥♥♥' moments, and the Geiger counter is a nice touch. Some stuff that might make it better (i.e overpowered): Larger initial explosion, I like the explosion trails and the blast, longer radioactivity, and maybe get rid of / or make the terrain eraser smaller. Also, it's a tad heavy (five pulled a dropship into the ground... and then exploded) but it gives it charachter. I'd recommend this to all, another epic creation from Mehman. |
Author: | Azukki [ Sat Nov 13, 2010 7:20 am ] |
Post subject: | Re: Doomsday bomb V1.00 |
The radiation is very nice, but if you added a CastStrengthSumRay to check the resistance between the points of the radiation sources and the actor, along with a distance factor, and lessened the radiation effect accordingly, it would nicely make bunkers work as fallout shelters, and all that jazz. Also, skeletonized robots (and MPAMs?) are pretty funny. Something you could do is check the actors' presetnames for "robot" "dummy" "android" "drone" etc, and not skeletonize them if it is one. Maybe also decrease radiation damage? Of course this wouldn't work with all mods, since you can't account for them all, but you'd fix it for the vanilla content, and you'd catch any mod actors that happen to have one of those words in their name. Hand-held irradiation devices could be cool too. |
Author: | Lizardheim [ Sat Nov 13, 2010 11:44 am ] |
Post subject: | Re: Doomsday bomb V1.00 |
Or rather, have it check for Soldier, Trooper and similar words in their names, and only make them turn into skeletons. |
Author: | Mehman [ Sat Nov 13, 2010 11:50 am ] |
Post subject: | Re: Doomsday bomb V1.00 |
These are very good ideas, I'll see what I can do, thanks. However I never used rays, but I will try. Lizard wrote: Or rather, have it check for Soldier, Trooper and similar words in their names, and only make them turn into skeletons. That would not detect ronins and many others, and we more often see a robot with the name "robot" than a biological body with the name "trooper". |
Author: | Lizardheim [ Sat Nov 13, 2010 11:54 am ] |
Post subject: | Re: Doomsday bomb V1.00 |
Yes, but you could always have the vanilla stuff be chosen yourself what turns into a skeleton and what does not. Besides can't you check for material of actor? |
Author: | Mehman [ Sat Nov 13, 2010 12:25 pm ] |
Post subject: | Re: Doomsday bomb V1.00 |
Lizard wrote: Besides can't you check for material of actor? Well I don't know how to do that, if you do please tell me. |
Author: | Mehman [ Sat Nov 13, 2010 7:10 pm ] |
Post subject: | Re: Doomsday bomb V1.10 |
Updated to V1.10: _radiation damage will now be reduced when behind cover _longer radiation time _less terrain rape _robots won't be tured into skeletons anymore _explosion damage will decrease over distance _more damaging radiations if not behind cover |
Author: | unwoundpath [ Sat Nov 13, 2010 11:02 pm ] |
Post subject: | Re: Doomsday bomb V1.10 |
This plus vault-tec mod equals win. (the map too) |
Author: | Mehman [ Sun Nov 14, 2010 12:38 am ] |
Post subject: | Re: Doomsday bomb V1.20 |
Updated to V1.20: _Doomsday orbital strike added (craft) _Doomsday grenade launcher added |
Author: | LeonXross [ Sun Nov 14, 2010 8:24 am ] |
Post subject: | Re: Doomsday bomb V1.20 |
Is it possible to make something that will protect the actor from the radiation? Perhaps a special device in an actors inventory? |
Author: | Mehman [ Sun Nov 14, 2010 10:11 am ] |
Post subject: | Re: Doomsday bomb V1.20 |
Yes it is, I'll make one. |
Author: | Mehman [ Sun Nov 14, 2010 12:03 pm ] |
Post subject: | Re: Doomsday bomb V1.30 + radiations + shelters |
Updated to V1.30: _Shelter bunker modules added(bunker modules) _Anti Radiation shield added(shield) |
Author: | LeonXross [ Sun Nov 14, 2010 1:41 pm ] |
Post subject: | Re: Doomsday bomb V1.30 + radiations + shelters |
And maybe there can be a non-explosive radiation version? Maybe something with a little more radiation. And is it possible to make another shield that can block 100%? Or would that be unbalanced? |
Author: | Mehman [ Sun Nov 14, 2010 1:58 pm ] |
Post subject: | Re: Doomsday bomb V1.30 + radiations + shelters |
LeonXross wrote: Maybe something with a little more radiation. I will make a non explosive version of the bomb(with radiations), I am currenly working on a radiation rifle(that emits directional radiations) LeonXross wrote: And is it possible to make another shield that can block 100%? Or would that be unbalanced? I think that would be unbalanced, however the bunker modules I made block nearly all radiations. |
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