Teardown

Teardown

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Basilisco V2
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Type: Content, Spawn
Category: Map
File Size
Posted
Updated
321.042 MB
2 Feb, 2022 @ 2:53pm
15 Jun, 2023 @ 2:58pm
19 Change Notes ( view )

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Basilisco V2

Description
Second version of the Basilisco with new weapons and updated AI, demo in Cullington (thanks TTFH3500). Recommended attack the engines first before attacking the body.

Can now be spawned in other maps with the spawn menu for battle.

To actually integrate the mod into other mods, copy mod to local then copy the "alicanto" folder from the mod folder and paste in your map mod folder of choice. Open that mod in editor, make a new instance, then assign basilisco_v2....xml or variants to the "file" property.

IMPORTANT: This map opens without the Basilisco due to the layer system. The settings are in the basement of the house in front of your spawn (read the green vox), with different buttons to spawn different variants, and one button (the one that starts off glowing) to enable or disable the nuke attack. More likely though you'd probably just spawn one from the menu.

Variants

Standard: Default variant, with sparse armouring.

"Plain": No applique armour, no laser turrets or light mortars, ram is not explosive.

Upgun: Increased amount of ventral laser and light mortar stations, will use them upon hearing suspicious noises. Also has an "Active Protection System", upon taking enough damage it will activate for a short period making it invincible.

Armoured: Heavily armoured with applique plating, but only one set of laser turret + mortar. Armoured body units cannot be damaged until the applique armour is destroyed. Equipped with line charges to blow up your lanes.

And versions of each with game-ending attacks disabled.

Due to the way the armour and health system (for the head) is set up, explosives or guns that supports Dima's destructible bot framework are required to damage those parts. Unarmoured body parts can still be damaged normally.

Editor notes

The entity relies on tags set in the bodies, shapes, as well as "settings" location entities that feature important settings. To access them, you must first convert the instance to a group.

Recommended settings to tweak if being added in a map through editor:
- "hoverheight" and "patrolheight" in the "flight tags" location. If you have multiples of the entity, set a different patrolheight for each so they don't collide with each other in patrol mode.
- "particletags", currently empty but currently supports RGB vector values (between 0.0 and 1.0 each) for the particles (such as "coreshedding"). Also supports alternate colours for the searchlight in both states, "idlelight" and "alertlight". Like this: idlelight=0.3,0.4,1
- Add "hearatk" in the "more ai tags" to enable it to attack sources of sound, example in upgun variant.
- "maxalert" is the time in alert mode from entering alert mode to attack, higher gives player more window to hide.

Changes from the original Basilisco mod besides under the hood lua changes:
- Sight meter, nominally it takes 1 second from idle to detect you.
- Reworked weapon usage, it can freely combo railgun and laser attacks now for one.
- Mortar attack upgraded into a cluster type that splits into multiple projectiles.
- Explosive tipped ram.
- New weapons: Bluetides mortar, blankets target in Bluetides aerosols that will kill you (but also buff your movement speed in the process because it's Bluetides); Heavy wing mounted cannons, bombards area with a massive explosion.
- Instakill attacks that kill you so hard it quits your game. just sends you back to the menu, I was too mean before.
- Upon detecting you, it will prepare an attack even if you duck out of sight currently shelved but the code is in place to reinstate it.

P.S. this is still the bootleg TGC Journey Guardian
Popular Discussions View All (15)
47
1 Oct @ 12:05pm
How to kill Basilisco
Kebabit
22
3 Aug @ 11:11am
Reasons to make a controllable Basilisco
Makel
1
26 Oct @ 3:40pm
similarities
cdmd1316
413 Comments
shadow 30 Oct @ 4:47am 
This mod is so cool and how do I defeat this damm thing no mattter how much rockets I hit it with it aint going down please help. We need more like this
Sentient GG-17 22 Oct @ 5:07am 
it will be fun if this thing had a lore context
Sentient GG-17 22 Oct @ 5:07am 
not a reply to anyones comment: i brought down the basilisco with a C4 mod JUST using that one mod.. it was dreadful but tbh i should have used armored one cause this is just the plain no nuke
calvonzo 21 Oct @ 10:14pm 
you are the best gamer ON THE PLANET IF YOU BEAT THIS WITH NO MODS ON MAX DIFFICULTY
The_term 28 Sep @ 10:23pm 
Rombus9 21 Sep @ 10:27am 
Thy Loominite |-1| 18 Sep @ 8:11pm 
Could you make a version that combines all traits of Armored and Upgunned? Heavy armor, boosted weaponery and Active Protection System all at once would make it an ultimate challenge!
TheMadScot 22 Aug @ 9:27am 
It took me a year and a half to realise this was probably based on project wingman in some manner
boogerhunter2468 16 Aug @ 1:35pm 
terrifying
Japko 16 Aug @ 4:29am 
how to delete balisico?