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Simple Flamethrower and Frame Trap MOD


Nanashi

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Hi.

 

I want item of flamethrower to work with A16. So I tried to make this.

 

It is a remake version of this MOD.

 

Images

Flamethrower

http://i.imgur.com/suHvvll.jpg

http://i.imgur.com/TOuxQHk.jpg

Flame Trap

http://i.imgur.com/Q8N1mub.jpg

http://i.imgur.com/7ljLiNF.jpg

 

codes

 

Items.xml

 

<item id="****" name="flamethrower">
   <property name="CustomIcon" value="gunMP5" />
<property name="Meshfile" value="Items/Weapons/Ranged/MP5/MP5Prefab"/>
   <property name="Material" value="metal" />
   <property name="RepairTools" value="repairKit" />
<property name="EconomicValue" value="460"/>
   <property name="HoldType" value="6" />
   <property name="Stacknumber" value="1" />
   <property name="DegradationBreaksAfter" value="false" />
   <property name="SoundJammed" value="Weapons/weapon_jam" />
   <property name="Weight" value="33" />
<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property class="Parts">
	<property name="Stock" value="partsMP5_stock"/>
	<property name="Receiver" value="partsMP5_receiver"/>
	<property name="Pump" value="partsMP5_parts"/>
	<property name="Barrel" value="partsMP5_barrel"/>
</property>
   <property class="Action0"> <!-- AttackAction -->
       <property name="Class" value="Launcher" />
	<property name="SupportHarvesting" value="true" />
       <property name="Delay" value="0.10" />
       <property name="Auto_fire" value="true" />
       <property name="Crosshair_min_distance" value="5" />
       <property name="Crosshair_max_distance" value="30" />
       <property name="Magazine_size" value="200" />
       <property name="Magazine_items" value="flamethrowerAmmo" />
       <property name="Magazine_item_ray_counts" value="10" />
       <property name="Magazine_item_ray_spreads" value="1" />
       <property name="Reload_time" value="4.1" />
       <property name="Bullet_icon" value="uzi" />
       <property name="Sound_start" value="torch_swoosh" />
       <property name="Sound_repeat" value="torch_swoosh" />
       <property name="Sound_end" value="torch_swoosh" />
       <property name="Sound_empty" value="chainsaw_empty" />
       <property name="Sound_reload" value="chainsaw_reload" />
	<property name="Horde_meter_rate" value=".275" />
	<property name="Horde_meter_distance" value="20" />
       <property name="Particles_muzzle_fire" value="nozzleflashuzi" />
       <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
   </property>
   <property class="Action1"> <!-- UseAction -->
       <property name="Class" value="Zoom" />
       <property name="Zoom_max_out" value="35" />
       <property name="Zoom_max_in" value="35" />
   </property>
   <property name="Group" value="Ammo/Weapons" />
   <property name="ActionSkillGroup" value="Construction Tools"/>
   <property name="CraftingSkillGroup" value="Tool Smithing"/>
</item>

<item id="****" name="flamethrowerAmmo">
   <property name="CustomIcon" value="gasCan" />
   <property name="Meshfile" value="ParticleEffects/p_onFire" />
   <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab" />
   <property name="HoldType" value="45" />
   <property name="Material" value="metal" />
   <property name="Stacknumber" value="500" /> <!-- Ammo resource -->
   <property name="FuelValue" value="2" />
<property name="EconomicValue" value="7"/> <!-- gas can 83 -->
<property name="EconomicBundleSize" value="100"/>
   <property class="Action1">
       <property name="Class" value="Projectile" />
       <property name="ActionExp" value="1" />
       <property name="ActionExpBonusMultiplier" value="1" />
	<property name="Explosion.BlockDamage" value="5"/>
	<property name="Explosion.EntityDamage" value="2"/>
	<property name="Explosion.ParticleIndex" value="10"/>
	<property name="Explosion.RadiusBlocks" value="3"/>
	<property name="Explosion.RadiusEntities" value="4"/>
	<property name="Explosion.DamageBonus.stone" value="0.1"/>
	<property name="Explosion.DamageBonus.metal" value="0"/>
	<property name="Explosion.DamageBonus.earth" value="0"/>
	<property name="Explosion.DamageBonus.water" value="0"/>
	<property name="Explosion.DamageBonus.wood" value="6"/>
	<property name="Explosion.DamageBonus.cloth" value="6" />
       <property name="Explosion.DamageBonus.plants" value="6" />
       <property name="Explosion.DamageBonus.glass" value="6" />
       <property name="Explosion.DamageBonus.snow" value="6" />
	<property name="Explosion.BlastPower" value="70"/>
	<property name="FuseTime" value="20000"/>
	<property name="Explosion.Buff" value="burningMolotov"/>
	<property name="Explosion.Buff_chance" value="1"/>
	<property name="ExplodeOnHit" value="true"/>
	<property name="Velocity" value="20" />
       <property name="FlyTime" value="0.50" />
       <property name="LifeTime" value="4" />
       <property name="CollisionRadius" value="0.5" />
   </property>
  <property class="Attributes">
       <property name="GetQualityFromWeapon" value="true" />
       <property name="ApplyBuff" value="1, 1" param1="burningMolotov" />
   </property>
   <property name="CraftingSkillGroup" value="Science"/>
   <property name="Group" value="Resources,Chemicals" />
</item>

 

 

blocks.xml

 

<block id="1680" name="flameTrap">
   <property name="CustomIcon" value="autoTurret" />
	<property name="Class" value="Launcher"/>
<property name="Material" value="metal"/>
<property name="Shape" value="ModelEntity"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Entities/Traps/AutoTurret/Auto_TurretPrefab"/>
<property name="PlaySound" value="torch_swoosh"/>
<!-- <property name="StartSound" value="darttrap_start"/> -->
<property name="EndSound" value="torch_swoosh"/>
<property name="ImposterExchange" value="imposterBlock" param1="109"/>
<property name="BurstFireRate" value="1"/>
<property name="ShowTargeting" value="false"/>
<property name="AmmoItem" value="flamethrowerAmmo"/>
<property name="Buff" value="burningMolotov"/>
<property name="BuffChance" value=".8"/>
<property name="RequiredPower" value="10"/>
<property name="Group" value="Science"/>
<property class="RepairItems">
	<property name="forgedSteel" value="8"/>
	<property name="mechanicalParts" value="3"/>
	<property name="electricParts" value="2"/>
</property>
<drop event="Harvest" name="mechanicalParts" count="1,3" tool_category="Disassemble"/>
<drop event="Harvest" name="electricParts" count="1,2" tool_category="Disassemble"/>
<drop event="Harvest" name="scrapIron" count="20,50"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1"/>
<property name="Stacknumber" value="10"/>
<property name="TakeDelay" value="10"/>
<property name="EconomicValue" value="220"/>
</block>

 

recipes.xml

<recipe name="flamethrowerAmmo" count="100" craft_exp_gain="0">
<ingredient name="gasCan" count="10"/>
</recipe>

<recipe name="flameTrap" count="1" craft_area="workbench">
<ingredient name="flamethrower" count="1"/>
<ingredient name="forgedIron" count="10"/>
<ingredient name="mechanicalParts" count="6"/>
<ingredient name="electricParts" count="5"/>
<ingredient name="electronicParts" count="5"/>
</recipe>

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I've tested out a few flamethrower mods now in A16 exp, and when firing the flamethrower, there is an ambient torch sound that won't go away. If you leave the area and come back, there's still the sound of a torch from wherever you fired the weapon.

 

Taking all of the sounds off of the flamethrower doesn't help...I think it might have to do with the flame effect used for the ammo:

 

<property name="Meshfile" value="ParticleEffects/p_onFire" />

 

Are y'all having the same problem? And, anybody have a solution?

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  • 3 months later...
Try this one:

 

<property name="Meshfile" value="ParticleEffects/p_signal_flareprefab" />

 

Haven't tested any of this but this Meshfile shouldn't leave the ambient sound afterwards.

 

This works well to remove ambient sound, but the fire/flare effect stay after changing weapon or doing other things.

 

Someone have a fix for this?

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Simplest available fire trap is to add this line to burningBarrelPlayer

 

<property name="BuffsWhenWalkedOn" value="blockBurn3Trigger"/>

 

This makes the burning barrel do the same damage as a campfire, and is useful after a line of barbed wire. Burning barrels must be set down into the ground so enemies walk over the top, and after being slowed by barbed wire it is much more likely to give the on fire buff.

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I stumbled upon this thread while making my own flame thrower turret, but i can't get it firing somewhere else than straight forward. This here seems the same. Any solution?

 

Turrets don't utilize a projectile so essentially you created a launcher similar to the dart traps.

I played around with this a while ago but could not find a way around it.

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Simplest available fire trap is to add this line to burningBarrelPlayer

 

<property name="BuffsWhenWalkedOn" value="blockBurn3Trigger"/>

 

This makes the burning barrel do the same damage as a campfire, and is useful after a line of barbed wire. Burning barrels must be set down into the ground so enemies walk over the top, and after being slowed by barbed wire it is much more likely to give the on fire buff.

 

 

Not what i searched fot. But still a good idea. Thank you

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  • 7 months later...

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