Nanashi Posted June 17, 2017 Share Posted June 17, 2017 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> Link to comment Share on other sites More sharing options...
rewtgr Posted June 17, 2017 Share Posted June 17, 2017 give an item id value for the flamethrower and its ammo Link to comment Share on other sites More sharing options...
Scyris Posted June 18, 2017 Share Posted June 18, 2017 I wish there was an offical flamethrower weapon, or just weapons that use gas in general. Might wanna just make the flamethrower use the normal gas things like the chainsaw does. Link to comment Share on other sites More sharing options...
iicecube Posted June 20, 2017 Share Posted June 20, 2017 Haha its look funny with mp5 showering with fire.. Actually i wish there is more new weapons and mods option for the weapon features plan in 7daystodie.. Link to comment Share on other sites More sharing options...
ChocolateDough Posted June 20, 2017 Share Posted June 20, 2017 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? Link to comment Share on other sites More sharing options...
Highope Posted October 1, 2017 Share Posted October 1, 2017 havent seen any good fix for this yet Link to comment Share on other sites More sharing options...
Numberz Posted October 1, 2017 Share Posted October 1, 2017 havent seen any good fix for this yet 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. Link to comment Share on other sites More sharing options...
ChocolateDough Posted October 3, 2017 Share Posted October 3, 2017 I can confirm that the flare prefab mesh Numberz posted works fine...no sound looping problems. The flame is not as fabulous, but I'll take it! Link to comment Share on other sites More sharing options...
the_rad_pothead Posted October 7, 2017 Share Posted October 7, 2017 So can someone here edit this so it doesn't loop soundwise and more damage per moltov?? - - - Updated - - - Or a more violent blade trap??? Like a fire wheel or something with more damage ??? Link to comment Share on other sites More sharing options...
Moeren Posted October 14, 2017 Share Posted October 14, 2017 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? Link to comment Share on other sites More sharing options...
xxx73 Posted October 17, 2017 Share Posted October 17, 2017 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? Link to comment Share on other sites More sharing options...
skullpoker Posted October 17, 2017 Share Posted October 17, 2017 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. Link to comment Share on other sites More sharing options...
Doombringer101 Posted October 18, 2017 Share Posted October 18, 2017 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. Link to comment Share on other sites More sharing options...
Moeren Posted October 18, 2017 Share Posted October 18, 2017 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 Link to comment Share on other sites More sharing options...
SlicksGirl Posted June 8, 2018 Share Posted June 8, 2018 Is this broken? I tried to use it with Undead Legacy and all I got was a my character on fire and the flame sound for infinity. Link to comment Share on other sites More sharing options...
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