Vehicle Additions Pack (Updated December 8)

Holy crap blaze I have just done a little sex wee in my pants :o

All aboard the TMI Train. :V

Tanks tend to be really common in this and almost always in good condition

That’s the DEPENDANT mod Tankmod ( http://smf.cataclysmdda.com/index.php?topic=10771.0 ).

Hm, okay this is a problem.

It turns out. that instead of taking into account ammo types; monsters can only use specific ammunition. I don’t think it’s possible to alter this or define a new monster attack even with lua scripting.

Back to the drawing board I guess. I’ll go with more melee-oriented enemies perhaps.

Hackish option might be to use the kamikaze function for homing missiles.

Yeah, that’s what I was already using for missiles; explosives are more flexible than ammunition.

Any idea what’s going on with tank drones? Multi_robot seems to be glitched, even after updating to the latest experimental.

I’m out of obvious solutions on that, sadly. You said you weren’t using tankmod while testing it, right? Even if you were, that shouldn’t be the cause as I only changed its monster drops.

So I’m making a change where you can install (some) turrets as “sealed”, meaning:

  1. They are refueled like gas tanks and batteries.
  2. They cannot accept special rounds such as FMJ or HP rounds.
  3. They don’t have a “CARGO” flag, meaning you can install something else on it’ such as another turret or container.

However, this does come at the cost of even more install options; so I want to know if anyone would prefer the current way.

I’ve already included a FAQ in the mod folder to solve most questions.

Hmm. Given how many people have been blindsided by the “turrets are now manual-only” thing, this sounds like a bad idea.

At a bare minimum, the turret thing should be mentioned in the modinfo description.

I’ve mentioned the FAQ readme in the mod description, that should be plenty right?

Maybe, not sure how visible it’ll be on the official version though. XP

Wait what?

What what?

I was suggesting adding a “this borks turrets” warning in the description in the modinfo file, for the Github version. >.>

[quote=“Blaze, post:349, topic:7616”]So I’m making a change where you can install (some) turrets as “sealed”, meaning:

  1. They are refueled like gas tanks and batteries.
  2. They cannot accept special rounds such as FMJ or HP rounds.
  3. They don’t have a “CARGO” flag, meaning you can install something else on it’ such as another turret or container.

However, this does come at the cost of even more install options; so I want to know if anyone would prefer the current way.

I’ve already included a FAQ in the mod folder to solve most questions.[/quote]

here would be interested in this, but i cant see any current ammo type it would work ok with as it would only use the default ammo i guess. in most cases is one of the weaker and wouldn’t work with handmade/reloaded…

but i guess there would be ways around it…

But yeah, I…don’t like I like that idea.

What’s the benefit to it, being able to unstall it over seats? That’s the entire reason I added military seats that don’t have cargo. >_>

i would guess it be easier to reload then, (if you have ammo due to being able to do it by examine), stack them over another turret/storage space and see a % of ammo left, I wouldn’t want it style to replace any of the current turrets however

Hm, alright; I suppose I’ll leave it with specific ammo types. The idea was being able to fit a second ammo-based turret or cargo container.

It’s a fairly simple addition so I can add it back if it works out with the aforementioned types.

As an optional type of turret, maybe?

Because while I like the idea, for the love of God/Odin/Etc, please do not make that the default way mounted guns are set up. They trip up enough players used to magical self-aiming guns as it is. :V

EDIT: Actually no, another good reason not to make the mounted weapon overrides work that way. Default vehicles that spawn in worldgen are set up to operate via randomly spawning ammo in the cargo space of the mounted gun. Unless you add overrides for existing vehicles (I’ve yet to test whether that’s possible), this will fundamentally fuck up existing vehicles via load errors.

Oh you mean everyone who installs a mounted M2 or whatever for the first time and wonders why it doesn’t autoshoot. I’ll be honest, I haven’t played without this mod since I first took notice of it and almost forget how the unmodded game works.

Anyway, minor note, cargo dimensions are missing a couple flags (aisle and boardable) compared to regular cargo units. It makes it so that when you stand on them, you see the vehicle as if you were outside it.