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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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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:
File comment: _ B26 compatibility
Doomsday26.rar [574.32 KiB]
Downloaded 2705 times
Works with B23 and b24, edit: and now B26 Old:
Attachment:
File comment: V1.51: Lua errors corrected
DoomsdayV1.51.rar [574.32 KiB]
Downloaded 2946 times
Attachment:
File comment: V1.50: _Neutron bomb renamed to Cobalt Bomb _Neutron bomb added
DoomsdayV1.50.rar [574.32 KiB]
Downloaded 442 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 486 times
Attachment:
File comment: | _Shelter bunker modules added(bunker modules) _Anti Radiation shield added(shield)
DoomsdayV1.30.rar [569.51 KiB]
Downloaded 391 times
Attachment:
File comment: V1.20: _Doomsday orbital strike added (craft) _Doomsday grenade launcher added
DoomsdayV1.20.rar [555.23 KiB]
Downloaded 419 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
Please comment, and enjoy!
Last edited by Mehman on Wed Jan 11, 2012 10:14 pm, edited 22 times in total.
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Sat Nov 13, 2010 1:25 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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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.
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Sat Nov 13, 2010 2:06 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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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.
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Sat Nov 13, 2010 7:20 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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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.
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Sat Nov 13, 2010 11:44 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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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".
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Sat Nov 13, 2010 11:50 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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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?
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Sat Nov 13, 2010 11:54 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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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.
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Sat Nov 13, 2010 12:25 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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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
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Sat Nov 13, 2010 7:10 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Doomsday bomb V1.10
This plus vault-tec mod equals win. (the map too)
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Sat Nov 13, 2010 11:02 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Doomsday bomb V1.20
Updated to V1.20:
_Doomsday orbital strike added (craft) _Doomsday grenade launcher added
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Sun Nov 14, 2010 12:38 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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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?
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Sun Nov 14, 2010 8:24 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Doomsday bomb V1.20
Yes it is, I'll make one.
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Sun Nov 14, 2010 10:11 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Doomsday bomb V1.30 + radiations + shelters
Updated to V1.30:
_Shelter bunker modules added(bunker modules) _Anti Radiation shield added(shield)
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Sun Nov 14, 2010 12:03 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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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?
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Sun Nov 14, 2010 1:41 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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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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Sun Nov 14, 2010 1:58 pm |
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