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A Post-Nuclear Mod for SS1

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  • Author

A small render of what weapons are already in game.

 

https://www.okim.nickersonm.com/SS/shot11.jpg

 

4 SMGs: compact with high-cap magazines, standard, with combat scope (careful shot), with silencer

3 laser pistols: standard, with tactical laser (-2 AP for shots), with combat scope (careful shot)

 

Currently working on pistol that closely resembles 10mm pistol from Fallout.

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  • Hi.   Silent Storm was one of my favourite TBS games. It was a breakthrough in turn-based games at its time (and IMHO - it is still the best TB squad game).   Back in 2003 i was hopelessly dreaming of

  • Looking good, Okim.   When Silent Storm first came out in 2003 it was fairly evident to anyone willing to see how great its potential was, not only by itself, but, if adapted/modded as a foundation f

  • ::   That's a start alright, Okim. Bring 'em on!

  • Author

Next

10mm pistol. 4 variants - basic, with laser sight, silenced, silenced with laser sight.

 

 

https://www.okim.nickersonm.com/SS/shot12.jpg

 

Next will be auto pistol with its variations and clips.

  • Author

Ok. Autopistol is ready. It has only 2 variants - basic and with high capacity mag.

 

 

https://www.okim.nickersonm.com/SS/shot13.jpg

 

 

Not sure what to do next. Probably a ShelSec (allied security unit) skin and some load-bearing stuff.

Don't be too brutal Thor.

 

--

 

Okim - you did AR, pistol SMG - try shotgun:

 

https://world.guns.ru/userfiles/_thumbs/Images/shotgun/sh08/neostead.jpg

Nothing too brutal, eh? wink.png

 

That thing you posted reminds me of the H&K CAWS...

 

https://www.imfdb.org/images/thumb/3/33/Scoped_CAWS.jpg/400px-Scoped_CAWS.jpg

 

And then there's always the AA-12 too...

 

https://ggcallofduty.com/wp-content/uploads/2011/11/AA-12.png

 

Especially nice with drum magazine.

 

https://www.therightplanet.com/wp-content/uploads/2011/11/aa-12-combat-shotgun-frag-12-automatic-0.jpghttps://www.gunslot.com/files/gunslot/images/55607.jpg

 

::

 

devil.gif

Let's don't forget about Pancor Jackhammer

 

https://encycl.opentopia.com/enimages/237/236957/Jackhammergun.jpg

 

 

Russian Saiga 12k

 

https://world.guns.ru/userfiles/images/shotgun/sh07/saiga_12k-1.jpg

 

Or South Korean USAS-12

 

https://upload.wikimedia.org/wikipedia/commons/thumb/6/62/USAS12shotgun4104.jpg/800px-USAS12shotgun4104.jpg

  • Author

Woa stop posting shotguns, guys. SS engine does not support those.

 

Well, it does support multiple projectiles per one shot, but it eats ammo for each projectile. So a basic SPAS-12 will get 8x12 ammo.

 

Its not a problem technically, but it looks weird. Really really weird :)

 

 

P.S.: and minigun is planned to be used in the mod (as a stationary and PK weapon) once i figure out how to properly import and set up skeletons and animations. Or i can make those barrels hidden and thus ignore the animations for rotating barrels, but i still will require skeleton and animation for a stationarry version.

 

P.P.S.: USAS is my favourite SG among the listed ones. Just for your information :)

 

P.P.P.S.: and i haven`t yet done any assault rifles. Just smgs, pistols and laser pistols :)

  • Author

A first bunch of assault rifle variants (standard, silenced, with combat scope). There will be ARs with hi-cap, laser sight, red dot and some combos (sight + silencer, red dot + silencer + sight etc).

 

https://www.okim.nickersonm.com/SS/shot14.jpg

  • Author

First mission. A gang`s hideout. You`ll start with two other soldiers. A sniper and a grenadier. Goal - kill all bad guys, bring in the leader for interrogation and jugdement. You`ll start in the ruins to the left on the first pic - that`s a nice spot for your sniper smile.png

 

Enemy will be using 10mm pistols, autopistols, 10mm smgs and a hunting rifle (sitting on the top of the brick ruins).

 

https://www.okim.nickersonm.com/SS/shot17.jpg

 

https://www.okim.nickersonm.com/SS/shot18.jpg

 

https://www.okim.nickersonm.com/SS/shot19.jpg

 

Tried to make landscape as devastated as possible. Seems fine to me.

You should stop sending spoilers. Before this mod will finish we will know everything that is in it ;)

 

Just take your time - it doesn't have to be created on yesterday ;)

  • Author

Stumbled upon a serious problem in editor. In Chests tab i can create a new chest, give it any equipment i want, but i can`t change the max amount of items. The value is always zero regardless of what i put in it.

 

Anyone knows how this particular 'inventory' table is called? I want to try to set it in the direct access to the database.

 

You should stop sending spoilers. Before this mod will finish we will know everything that is in it wink.png

 

Yeah. And if i stop it you`ll forget about it soon enough. And i need players :)

Stumbled upon a serious problem in editor. In Chests tab i can create a new chest, give it any equipment i want, but i can`t change the max amount of items. The value is always zero regardless of what i put in it.

 

Anyone knows how this particular 'inventory' table is called? I want to try to set it in the direct access to the database.

 

Okim,

 

I never experienced that specific problem (in other words I don't remember the name of the table as I didn't have to deal with it)

 

Generally though, to increase the RPG item amounts double click them (in the left window, i.e. available PRG items), to remove - select the line (in the right window representing the item/s you put in the chest) and press Del on the keyboard.

 

Note: Just like with any unit inventory changes for the editor to register new chest values properly one needs to either 1) restart the editor after the changes have been made, or 2) press update game data button.

 

Good luck!

 

~ Blunter ~

  • Author

Updated the first page. It now contains some images (including a few previously not shown) and more lore.

 

I`m currently perfecting and balancing the first mission (i still need to figure out how to force the other two teammates via scripts and how to make one of the bandits a 'clue\objective'). I`m also adding two new weapons based on the AR i showed. Its a light MG and a precision rifle.

 

I made a nice (well, at least for me) laser hit effect. A couple of red sparks with smokes and such.

 

I also slightly modified ammo types and their damage to various materials. It will be impossible to destroy a brick and concrete building wall with pistol, smg and light AR fire. Lasers will be the best (and rare!) choice for the player to kill PK pilot without much damage to PK. Anti-material weapons will be the way to quickly and less painfully dispatch PKs. Plasma is going to be explosive, cause massive damage to everything, be very rare and virtually unstoppable (and use its own effects).

  • Author

Hunting rifle and its variants (basic, unique, with combat scope, tactical special).

 

https://www.okim.nickersonm.com/SS/shot20.jpg

 

 

Precision Rifle and its variants (sniper scope/combat scope and silenced versions).

 

https://www.okim.nickersonm.com/SS/shot21.jpg

  • Author

Haha. No way i`ll give you those toys in the test scenario :)

 

You`ll get a guy with smg, a guy with a basic assault rifle and a sniper with basic precision (with snipe shot). One of the guys will have a laser pistol to deal with the PK on the map.

  • Author

Does anybody know how to force AI soldier to use melee weapon? All my test guys do is running away if given only a knife :)

 

Well, i can imagine that its a bit terrifying to go against a trained military guy with a deadly looking assault rifle when all you have is just a knife... but when you are cornered - you should not just sit there awaiting to be shot...

  • Author

Found a problem here. Whenever i change animations - the game does not register those changes, but the animations work fine in the editor.

 

For example - i want to get rid of soldier SMG firing animations and replace them with standard ones.

1. i open animation tab and find there crounch/stand animations for basic shot and soldier`s special

2. i uncheck 'soldier' in each special SMG animation

3. i check 'soldier' in each standard SMG animation

4. i test it in editor - it works fine

5. i press 'build' and test those in the game - not working. The soldier fires with no animation! But that`s not all - ALL characters fire without animation both mine and enemy.

 

Another thing that bothers me - inventory seems to always contain default items that were initially set to the pers. For example - i remove starting Breda grenades and replace them with F1s. In editor once again everything works just fine, but in game i have all the initial stuff along side the items introduced by me.

 

So, is it that 'build' button problem? Should i try tools in 'Tools' folder instead?

 

P.S.: using dataimport tool didn`t fix the problem. So there is smth else...

 

Can someone test this for me with their builds? Uncheck 'soldier' in standing/forward special fire animation for smg and check 'soldier' for standard standing/forward smg attack.

  • Author

5mm Light Machinegun. Just a single version with C-Mag -like magazine (100 ammo).

 

 

https://www.okim.nickersonm.com/SS/shot22.jpg

 

Guys, i need some help with animations. I can`t make the game to use modified animations...

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