OpenXcom Forum
Modding => Released Mods => Topic started by: robin on February 16, 2014, 01:38:21 am
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So I patched together a Railgun, using the amazing Dart Rifle by Solarius Scorch (https://openxcom.org/forum/index.php?topic=1860.0) (<--LINK).
*** EDIT: I made the graphics for the weapon:
- inventory (and ufopaedia) sprites;
- battlescape sprites, held and on floor.
(https://abload.de/img/capture_17022014_003zok54.png) (https://abload.de/image.php?img=capture_17022014_003zok54.png)
(https://abload.de/thumb/capture_17022014_008pmjc0.png) (https://abload.de/image.php?img=capture_17022014_008pmjc0.png)(https://abload.de/thumb/capture_17022014_006whjy3.png) (https://abload.de/image.php?img=capture_17022014_006whjy3.png)(https://abload.de/thumb/capture_17022014_005hvjef.png) (https://abload.de/image.php?img=capture_17022014_005hvjef.png)(https://abload.de/thumb/capture_17022014_009sna9h.png) (https://abload.de/image.php?img=capture_17022014_009sna9h.png)
It's intended to be a sniping weapon (basically uses the stats of UFO2000's Sniper Rifle).
Pros
+ very accurate
+ high damage (I use custom damages for the game arsenal, so you may want to tweak this value if using the vanilla arsenal)
Cons
- no autoshot
- small clip size (5 slugs)
Tested on OpenXCOM build: "openxcom_git_master_2014_02_15_1025.zip", and everything seems to work as intended. Let me know if cataclysm.
Credits:
Ruleset is rewritten on Solarius Scorch's Dart Rifle ruleset.
Ammo clip is recolored version of DartRifle Clip, provided by Dioxine.
Thanks Ryskeliini for the hints about how to mod.
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Many thanks for your nice words, but the Dart Rifle wasn't made by me. :) It's the Harpoon Gun from Terror from the Deep, and I wasn't even the person who ripped it (it was Dioxine). I just made the ruleset.
As for your rifle, at first glance it seems good. You're one of the few modders whose weapons aren't completely OP. :P I think it might actually be a little too weak, but it depends when you can access it.
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Amny thanks for your nice words, but the Dart Rifle wasn't made by me. :) It's the Harpoon Gun from Terror from the Deep, and I wasn't even the person who ripped it (it was Dioxine). I just made the ruleset.
As for your rifle, at first glance it seems good. You're one of the few modders whose weapons aren't completely OP. :P I think it might actually be a little too weak, but it depends when you can access it.
I know it's the Harpoon Gun from TFTD, I was crediting for the ripping and the ruleset :)
About its stats:
Consider I'm using a ruleset which (or at least try to) re-balances the weapons, my Heavy Plasma for example deals 80 damage (instead of default 115), the intended drawbacks of the Railgun are: small clip size, lack of autoshot, and relative high cost. You can obtain it fairly quickly, and at this point you may think it is overpowered; but again my ruleset also makes several aliens resistant or more resistant to AP damage, so the Heavy Plasma with its lower damage is still a better "all-purpose" weapon. This is all on paper of course.
The only change I'm thinking, is to raise the Aimed Shot TUs cost to 75% (so the same as the rocket launcher; or maybe a little lower at 70%).
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Made the sprites. Download at the bottom of the first post.
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Very interesting look. Quite original!
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Railguns and mass acelerator weapons isnt the gauss tecnology from tftd?
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Railguns and mass acelerator weapons isnt the gauss tecnology from tftd?
They both use magnetic force. The difference AFAIK is that Railgun pushes a sort of sled-bracket (which is the element susceptible to the magnetic force) that in turn pushes the projectile (which is magnetically inert); Gauss pushed directly the "naked" projectile (which is itself the element susceptible to the magnetic force). But I may very well be wrong.
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Good job Robin
This kind of weapon is very useful in my own mod as I delay a lot laser technology and "banish" plasma technology
This railgun will take his place in my armament !
Thanks for your contribution of high quality
A remark : as you authorized a 3-shot per round (tuSnap: 31), it would perhaps a good idea to set clip size to 6 rather than 5
I tried a french translation if needed
- type: fr
strings:
STR_ELECTROMAGNETIC_WEAPONS: Armement electromagnetique
STR_RAILGUN: Canon electromagnetique
STR_RAILGUN_SLUGS: Batterie de canon electromagnetique
STR_RAILGUN_UFOPEDIA: Un lanceur electromagnetique propulsant ses munitions avec une fulgurance destructrice.
Version with accents, but seems to not work except if included directly in fr.yml
- type: fr
strings:
STR_ELECTROMAGNETIC_WEAPONS: Armement électromagnétique
STR_RAILGUN: Canon électromagnétique
STR_RAILGUN_SLUGS: Batterie de canon électromagnétique
STR_RAILGUN_UFOPEDIA: Un lanceur électromagnétique propulsant ses munitions avec une fulgurance destructrice.
PS : in case of any update, please do not forget to replace your attached file in first message of discussion ;)
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Awesome looking weapon, robin. I can't wait to try it out on my campaign. I'll have my Sniper use the Railgun 1.0 too ;D
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You should re-name everything in this mod because it conflicts with the mass accelerator weapons mod since they are both named "railgun" for some reason. You'll have to re-write all this but it didn't work when I just tried to change the name everywhere it said "railgun" (even config too).
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You should re-name everything in this mod because it conflicts with the mass accelerator weapons mod since they are both named "railgun" for some reason. You'll have to re-write all this but it didn't work when I just tried to change the name everywhere it said "railgun" (even config too).
I am not sure Robin would have to rename his railgun
In fact :
- why Mass Accelerator mod is an archive named Railgun_v2_2.zip instead of MassAccelerator_v2_2.zip
- why Mass Accelerator mod contains a ruleset named Railgun.rul instead of MassAccelerator.rul
- etc...
And I don't think this causes any interference, as rulesets are loaded separately, no files have same name, ...
But I agree it is not very clear for uploaders
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Though weapon description is somewhat scarce, here is a russian translation, if you need it:
- type: ru
strings:
STR_ELECTROMAGNETIC_WEAPONS: Электромагнитное Оружие
STR_RAILGUN: Рельсотрон
STR_RAILGUN_SLUGS: Снаряды для рельсотрона
STR_RAILGUN_UFOPEDIA: Импульсный электродный ускоритель масс. Магнитное поле разгоняет снаряды до чрезвычайно высоких скоростей.
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And I don't think this causes any interference, as rulesets are loaded separately, no files have same name, ...
If the string is the same in both cases (for exmaple STR_RAILGUN, or STR_RAILGUN_CLIP), the game will still try to combine them and there will be issues.
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If the string is the same in both cases (for exmaple STR_RAILGUN, or STR_RAILGUN_CLIP), the game will still try to combine them and there will be issues.
Yes but here are none
Mass Accelerators are RailRifle, ... but no RailGun
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Yes but here are none
Mass Accelerators are RailRifle, ... but no RailGun
Ah, it's fine then.
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Spanish translation:
- type: es
strings:
STR_ELECTROMAGNETIC_WEAPONS: Armas Electromagnéticas
STR_RAILGUN: Railgun
STR_RAILGUN_SLUGS: Cargas Railgun
STR_RAILGUN_UFOPEDIA: Un lanzador de proyectiles electromagnéticos, el campo magnético dispara las cargas a muy alta velocidad.
- type: es-419
strings:
STR_ELECTROMAGNETIC_WEAPONS: Armas Electromagnéticas
STR_RAILGUN: Railgun
STR_RAILGUN_SLUGS: Cargas Railgun
STR_RAILGUN_UFOPEDIA: Un lanzador de proyectiles electromagnéticos, el campo magnético dispara las cargas a muy alta velocidad.
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Damn. This was just a quick test mod, I almost forgot about it myself; I even haven't uploaded it on the mod portal.
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AH!
No - it still doesn't work. The issue isn't the ruleset the issue seems to be the resource package. Everything in it is named "RailGun" or similar which conflicts with the mass accelerator package spelled the same way ("railgun" or "Railgun," etc...). It wants to always overwrite or merge anything named the same and this will make for a very bad time when you go to run the game.
This is a great weapon mod though, I've used it separately. Someone should figure out a way to incorporate it into the game for sure.
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version1.0 does not work with linux:
(https://s22.postimg.org/dy6mh7qal/railgun_10_linux_bug.jpg) (https://postimg.org/image/dy6mh7qal/)