Joined: Sun Oct 14, 2012 10:06 pm Posts: 7 Location: Marooned in the frozen wastes. send help.
Galan Tech [W.I.P]
this is my first sorta- okay mod. I made some other mods but they were really bad.
--Galan Tech--
ARSENAL
Fire Weapons - use against everything, launch various particles that explode/catch fire and basically cause massive damage to enemy units
Ballistic weapons - they fire nerfed heavy sniper rifle particles. one ballistic particle can remove any piece of a dummy that it hits.
Rail weapons - use against heavy soldiers. Fire heavy impulse-based particles have a large magazine (except for the sniper)
Plasma HyperCannon - Heat high velocity flamethrower weapon. Will cool down over time. Overhheating will mean that the cooldown will be excruciatingly long.
Plasma Pulsator - Charges up, then rapidly fires two high-spread plasma bursts.
Artillery Cannon -Fires a shell that explodes into a lot of fireballs
Rocket Cannon - similar to coalition rocket launcher, but without the guided rocket mode
Laser sword - Ronin chainsaw-like weapon that's constantly firing, so you only have to point it in the general direction of the enemy and charge.
Mine Setter - fires landmines at high velocity.
Digger(not shown) - basically a medium digger, but with less knockback, so the super-light galan can use it without flying int the air (which is still pretty entertaining).
Explosives- you throw them. they go boom. the more expensive they are, the more damage they do. none of them are super unique.
ACTORS
listed from left to right 1.Galan Commander - Brain Unit, comes with a basic digger
2.Galan - basic foot-soldier unit cheap, about half the size of a normal human, and squishier than any vanilla actor
3.Galan turret - Immobile ACrab, with a heavy Ballistic machine gun.
4.Gunship - Hover tank, equipped with a railgun, can change its altitude.
5.Galan Skycrane - very cheap rocket, but also unstable. Will crash 9 times out of 10.
6.Drone Bunker (craft)- deploys missile-launching hoverdrones when an enemy is near.
7.Galan dropship- It's a dropship, pretty much self explanatory.(yeah, i don't really like whats gong on with the red bits either. This will be changed as soon as i have the time) New Actors/weapons/whatever (again, from left to right) 1.Galan Mechanized Combat Unit (MCU) - an expensive but tough mech. comes with a cannon that an launch dumbfire missiles, flak shells, or artillery rounds.
2.Galan Medic - Heals nearby units, nut has a weaker jetpack
3.Shield Pylon - Hoverdrone that Follows friendly actors Around. Deploys a moderately strong shield over a wide area to provide extra protection Now deployed with the pylon deployer.
4.Heavy Galan - Deploys a strong shield for defense, but the shield will eventually power down after continued abuse.
V1.03 Additions
1.Fission Rifle - fission weapons launch yellow beams of radiation. or something of that general idea. assault rifle and shotgun variants also available
2.Ballistic Shotgun(again) - most of the existing weapons got a resprite.(not sure what to do about the railguns)
3.(top) defender Pylon so your squishy little galan don't get murdered as often. Also comes with shield and digger vainants. all variants are deployed from the Pylon deployer
4.(bottom) Incendiary launcher, because high power flamethrowers are fun.
5.Energy Sniper - explode into fireballs when near an enemy. with shotgun, light machine gun, heavy machine gun, and cannon variants also available
6.(top) Mobile Arial Assault Drone Comand unit - works like the bunker, launches drones when enemies are near. also comes with a basic laser gun.
7.Galan Commander/ Galan Soldier - When enemies die, galan Pupate into Soldiers. Soldiers are bigger, stronger, tougher, can regrow limbs once every 30 seconds and can regenerate with 1/2 health once every minute. if you don't want this to happen, you can buy galan workers, which cost less and don't pupate.
Stuff I Forgot to Put in the screenshot: Laserblade Launcher - does what it says on the box, surprisingly not as terrain rape-y as you'd expect Placeholder sprite for now Positronium Launcher - useless in almost every single situation, but the effects are pretty. light laser rifle - cooldown based burst-fire energy weapon. high Ammo, low damage.(I my turn this into a weapon set) Tunneller - upgraded digger
To-Do list
1. Fix dropship sprite 2.Heavy Galan(possibly similar to broodmother from Starcraft, if I can actually get that to work) 3. Fix bugs 4. add cool stuff
Current Issues/Bugs
Galan have a habit of landing on their heads and having a hard time getting up[/size] Galan occasionally glitch through terrain. Fixed Gunship will start going in a straight line and not stop until it hits a wall or gets shot. Fixed Gunship and Turret's health do not decrease when they get shot (no they are not invincible, they still have a GibWoundLimit) Ballistic Weapons do not damage enemies that are to close to the barrel (the damage particles don't have time to spawn) Please tell if you find any more bugs
--DISCLAIMER-- I made this on a Mac so I'm not 100% certain that it will work on windows, but mods made on Windows seem to work fine on Macs, so I assume that the reverse will be the same. it apparently works fine on Windows
Relies on Base.rte I assume that nobody's really messed with base.rte, because that would probably mess up every part of the game.
ChangeLog
V1.0 Release Version
V1.01 Fixed lua Issues Nerfed galan fireball Increased mobility for Gunship changed mass of Galan; they don't seem to land on their heads as much complete reconstruction of plasma weapons (currently unbalanced)
V1.02 Added MCU, medic, Heavy, and shield pylon fixed lingering lua bugs in Firespear and bunker drone attempted to balance Plasma Pulsator V1.03 resprite of most weapons soldier added bunkers now deploy laser drones MAADCU added Energy weapons added Fission weapons added tweaks to Firespear/Fire launcher incendiary Launcer Added Laser blade Launcher added Ballistic weapons tweaked positronium launcher added
Galan tech is Now compatible with Unmapped Lands 2 and Void Wanderers
Special thanks to: CaveCricket48 - for his Lua Tutorials Daman - for posting the Link to the Lua section of the wiki Grif - for his post on syntax DataRealms- for actually making the game, and also because I copypasted lots of pieces of vanilla Lua code in a desperate attempt to get anything to work.
Attachments:
File comment: Old version - still has some bugs Galan.rte.rar [1.59 MiB]
Downloaded 493 times
File comment: --EDIT changed location of UL2 file(Galan.rte/FactionFiles/Ul2/Galan.lua)-- Galan V1.03.rar [1.82 MiB]
Downloaded 1444 times
Last edited by FurryLizard on Tue Mar 11, 2014 10:55 pm, edited 6 times in total.
Sat Feb 15, 2014 6:57 pm
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Galan Tech [W.I.P]
Please include the .rte in the .rar file, so that you don't have to separately choose to Extract to Galan.rte.
Anyway; the mod itself is cramped with lua errors. If you can find out the key to open the lua console on a mac, you should definetly have a look at it.
I love the general look of the mod, though. That tiny galan is cute as hell.
The weapons are a bit odd though. Not sure if I'm liking those charge-weapons or whatever. I appreciate the variation that you've put into them, though.
Sat Feb 15, 2014 7:24 pm
FurryLizard
Joined: Sun Oct 14, 2012 10:06 pm Posts: 7 Location: Marooned in the frozen wastes. send help.
Re: Galan Tech [W.I.P]
Thanks for telling me About the lua console; I wasn't aware that that existed. I think I fixed the errors, but I seem to be getting the error message "Tried to set an override Purchase list with no delivery craft defined.Using a default instead." I checked all the loadouts and fixed all the problems that I found, but i' still getting the error, Even after I took out galan.rte(and all the other mods) so Its probably a problem with my copy of CC. I am getting that Error repeted a lot, and I can't scroll up in the console so there may be errors that I can't see. just a heads up.
I placed Galan.rte inside a folder, then compressed that folder into a .rar, is that what you meant by placeng the .rte inside the .rar?
Anyway, i just replaced the broken version with the fixed (probably) version to download.
Again, thanks for your input, and please inform me of any other problems you have.
Sat Feb 15, 2014 8:38 pm
Technomancer
Joined: Sat Jul 31, 2010 10:01 pm Posts: 42
Re: Galan Tech [W.I.P]
Quote:
The lua console key on mac is /, beside right shift.
As far as the error-causing lua bugs go, they're not too bad. /Weapons/lua/FireShot.lua:
This line local fireC = CreateAEmitter("Galan FireBall"); Should be local fireC = CreateAEmitter("Galan Fireball", "Galan.rte");
Names for presets and variables are case sensitive, so that B is causing errors. Also it's safer to declare that you're looking in Galan.rte, even with a presetname like that. You never know.
/Weapons/lua/Railgun.lua:
This line Effect = CreateMOSParticle("Tiny Smoke Ball " .. math.random(3), "Base.rte") Should be Effect = CreateMOSParticle("Tiny Smoke Ball 1", "Base.rte")
because unless I'm somehow out of date, there's only one Tiny Smoke Ball in Base.rte.
/Galan/Gunship/Gunship.lua
There are a few things here.
I could be wrong, but I feel like setting self.controller in the Create(self) function will only ever work if the gunship is selected as it spawns. I assume you did it for efficiency but I'm pretty sure you're better off just replacing all the self.controller references with self:GetController(), e.g. if self:GetController():IsState(Controller.MOVE_UP) then and so on for all the other references.
As you'll see in the console, self.Vel.Magnitude is read only, so you can't directly change it. if self.Vel.Magnitude >= 10 then self.Vel.Magnitude = (self.Vel.Magnitude*0.75) end Could be if self.Vel.Magnitude >= 10 then self.Vel = (self.Vel*0.75) end to get a similar effect. I'll note while we're here that you can multiply vectors by a non-vector value, but you cannot add a non-vector to a vector.
As far as the mod goes, it's fairly interesting. I really like the tiny Galan actor, even if he does occasionally end up on his head. I'm pretty sure that's to do with the nass of its body parts. Even if it doesn't make sense visually, adding more to the legs or body should, I think, help to remedy that. The rocket probably has a similar issue, perhaps the mass of the thrusters, if those have one. Alternatively it could be related to where you're setting the sprite centre.
I'm not sold on the charge weapons (hyper cannon and assault rife). Rather, I don't see really the reason for having them just run down from say 200 ammo and fire 33 shots, when you could just give it 33 ammo at the same rate of fire with the same projectiles without needing the lua. It seems like a fairly large concession to not know how much you have to fire, just to get a constant smoke stream coming out the back of the gun. If there's something else that's meant to be happening, I'm not seeing it.
The fire weapons are pretty cool, perhaps a bit overpowered when the FireBall issue is fixed, and don't seem to differentiate much between friend or foe, which may or may not be what you were after. I feel like from a scale perspective, they're a bit peculiar, considering each fireball is magnitudes larger than the weapon or the species who created them.
The ballistic weapons seem like fairly standard bullet guns to me, which is fine, they fire well enough and seem ok. I didn't check to see if you used lua for them, but you probably don't need to. I guess if you did it was to minimise recoil, but that can be done with weightless AEmitters which emit the bullets.
The actual movement scheme for the gunship needs a lot of work. Stopping all horizontal motion when you try to ascend or descend seems a bit jarring to me, but I guess that's ok, but as it currently works, if you hold up while trying to go left or right, you ascend at about 3 times the speed. Also you get occasional and irregular loss of velocity when you let go of keys, which is pretty uncomfortable. Also, if you end up inside a bunker, you'll probably get trapped up at the tunnel ceiling and be unable to go anywhere, because the -3 ascending vel from being too close to the floor traps it. The only way out, oddly, is to fire the weapon, which causes it to descend, due to the order in which the velocity changes are made in the .lua.
Overall, it's a pretty cool mod. The sprites are generally pretty ok, I especially like the Galan. A few issues to work out, but nothing unsolvable.
P.S. Oh, I see you've replied. Well I'll leave this as is, in case there's something else you overlooked. As far as that error message goes, I get it too, pretty sure it's to do with loadouts, and I believe the majority of them are coming from the default factions, like zombies etc. You can pretty much ignore it.
Sat Feb 15, 2014 9:10 pm
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Galan Tech [W.I.P]
Yeah, whatever you did, the .rte is correctly placed now.
Also, you should get a file called DebugConsole.txt in your CC folder, at least on windows. It shows the log of the lua console, provided that you exited your last game properly.
And yeah, the purchase list error thing is a bug in the CC release.
Sat Feb 15, 2014 9:12 pm
Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
Re: Galan Tech [W.I.P]
I really like this mod
they're tiny and probably hard to shoot it. And the hover tank as well.
good sprites though.
Sun Feb 16, 2014 2:41 am
caleb1984
Joined: Mon Jul 08, 2013 12:34 am Posts: 34
Re: Galan Tech [W.I.P]
Very nice for a first mod! Nice textures. But there are some additional things i'd love to see in the future! -A Galan mech trooper -More Galan vehicles (It seems you're very good when it comes to creating vehicle actors) Not much more I could ask for at this moment in it's development, it's still very early to even suggest more features, but might as well get some ideas out that might not have come to mind yet.
Sun Feb 16, 2014 6:13 am
Necromonger
Joined: Thu Nov 22, 2012 12:00 am Posts: 27
Re: Galan Tech [W.I.P]
This faction is brilliant
I love how the Skycrane sort of whizzes around in an uncontrollable fashion and then collides with half of your own troops killing them all. So much comical value. Please add more units though
Wed Feb 19, 2014 11:45 am
FurryLizard
Joined: Sun Oct 14, 2012 10:06 pm Posts: 7 Location: Marooned in the frozen wastes. send help.
Re: Galan Tech [W.I.P]
Necromonger wrote:
Please add more units though
caleb1984 wrote:
But there are some additional things i'd love to see in the future! -A Galan mech trooper
Update - the new version now has 4 new actors, including a mech.
also, offsets are a ♥♥♥♥♥ to work with
Thu Feb 20, 2014 2:39 am
Necromonger
Joined: Thu Nov 22, 2012 12:00 am Posts: 27
Re: Galan Tech [W.I.P]
You went ahead and made it even more awesome Especially like the mech, although it's feet appear to detach from its legs when you launch it into the air and then they reappear once it lands again.
Still an original concept though would be great to see galen sized bunker modules, perhaps a few more vehicles like a hovertank or something, but good work!
Fri Feb 21, 2014 2:55 pm
caleb1984
Joined: Mon Jul 08, 2013 12:34 am Posts: 34
Re: Galan Tech [W.I.P]
Necromonger wrote:
perhaps a few more vehicles like a hovertank or something
There's already a hover tank!
Fri Feb 21, 2014 11:35 pm
Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
Re: Galan Tech [W.I.P]
The shield lua of yours.. its like a one of the SAW's shield but its still decent mod
Sat Feb 22, 2014 2:48 pm
Mr_Rainbow
Joined: Mon Mar 25, 2013 11:46 am Posts: 88 Location: Taking a trip around Uranus
Re: Galan Tech [W.I.P]
It looks like it has some great potential. But the sprites need some work. And the guns need new names. Generic names don't sound as good as the SAW weapon names or Mu-llak.
Other than that its great!
Fri Feb 28, 2014 2:24 am
Cerevox
Joined: Fri Oct 05, 2012 5:06 am Posts: 48
Re: Galan Tech [W.I.P]
I kinda like the naming scheme. You can actually tell what things do. If I haven't played with SAW in a while I can never remember which gun does what. I can tell the heavy launchers apart from the smaller guns just on appearance, but which one is the grenade launcher and which one fires long range anti-craft shots, I just have to start buying a selection of everything and hope.
Sat Mar 01, 2014 8:07 pm
FurryLizard
Joined: Sun Oct 14, 2012 10:06 pm Posts: 7 Location: Marooned in the frozen wastes. send help.
Re: Galan Tech [W.I.P]
Update: Lots of new weapons and features. It also now works with UL2/VW.
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