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RimWorld => Mods => Releases => Topic started by: Roolo on October 14, 2017, 02:36:40 PM

Title: [1.1] RunAndGun
Post by: Roolo on October 14, 2017, 02:36:40 PM
(https://i.imgur.com/KOxQX7u.png)



Description
Your colonists can never be a true Rambo if they cannot gun while they are running. Therefore, this mod adds a mode that, when enabled, allows drafted colonists and AI pawns to shoot while moving at the cost of an accuracy and movement penalty. These penalties can be modified in the mod settings of this mod.

Some things to take into account:

Download

 All Releases (B19, B18 and A17):  (https://github.com/rheirman/RunAndGun/releases)
Steam Workshop (B19)  (https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550)

Dependencies
This mod depends on Hugslib, so make sure that mod loads before this mod does.

Compatibility with saves and other mods
- Is compatible with existing saves.
- Some non-default races are unable to RunAndGun, however, a fix for this will be released soon.
- Besides that, no known compatibility issues with other mods. Please let me know if you find any.

Known issues
Upcoming Features
I would like to implement the following features but do not promise anything. (ordered by priority)

Demonstrations
Small preview (https://youtu.be/OsRQz1X28MU)
Mod showcase (by BArkY) (https://youtu.be/ylQEaH1pgv4)

Permissions
Feel free to add this mod to modpacks or to use the code or icons for other projects. Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.

(http://verify.modsync.ninja?92a1dae1-9ec2-4fc8-bf8c-0cf2643a7caf) (http://www.modsync.ninja)





Title: Re: [A17] Run&Gun
Post by: WalkingProblem on October 14, 2017, 02:55:58 PM
Wow! This is awesome.

Does the AI use this run & shoot ability too?
Title: Re: [A17] Run&Gun
Post by: ChJees on October 14, 2017, 03:05:07 PM
Well, first bug report i guess :P.

Cause: Attempted to move Blazko using Achtung. Also other mods to note which COULD interfere: Friendly Fire and Simple Sidearms.

Screenshot when the error occured. (https://www.dropbox.com/s/ogbzfuhe2zbeii5/20171014205812_1.jpg?dl=0)

Code: [Select]
Exception in Tick (pawn=Blazko, job=Goto A=(136, 0, 179), CurToil=0): System.NullReferenceException: Object reference not set to an instance of an object
  at RunAndGun.Harmony.JobDriver_SetupToils.checkForAutoAttack (Verse.AI.JobDriver_Goto __instance) [0x00000] in <filename unknown>:0
  at RunAndGun.Harmony.JobDriver_SetupToils+<>c__DisplayClass0_0.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=Goto, curDriver=Verse.AI.JobDriver_Goto
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Related to mods i got.
Loading game from file LMX Merc Corps3 with mods MOD-E-master, Core, 818773962, 839005762, 1136216344, 733113011, 972897322, 1120946454, 918312251, 881864390, 1153387243, 940371232, 725956940, 1136219877, 856434414, 1129661188, 882804155, 1158380775, 912267364, 1153388192, 1159723337, 817996020, 735106432, 945803165, 761421485, 944063011, 972057888, 1157085076, 920546527, 1158568885, 1102480398, 731111514, 1055485938, 1136958577, 1141721293, 942690136, 927155256, 1106719215, 1098354593, 1089876213, 1106068552, 817986239, 730936602, 929270780, 926675929, 786055494, 735241897, 836308268, 731287727, 1076757664, 909429482, 725949967, 725952322, 730528968, 1137698168, 1088742286, 1134165362, 1135183184, 725947920, 849231601, 736139206, 736207111, 728381322, 826153738, 1105837573, 1131990764, 767212104, 935982361, and 1168979753
Title: Re: [A17] Run&Gun
Post by: Roolo on October 14, 2017, 03:10:46 PM
Wow! This is awesome.

Does the AI use this run & shoot ability too?

Thanks. It's not implemented for the AI yet, but I'll definitely try to do that in the future.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 14, 2017, 03:13:29 PM
Well, first bug report i guess :P.

Cause: Attempted to move Blazko using Achtung. Also other mods to note which COULD interfere: Friendly Fire and Simple Sidearms.

Screenshot when the error occured. (https://www.dropbox.com/s/ogbzfuhe2zbeii5/20171014205812_1.jpg?dl=0)

Code: [Select]
Exception in Tick (pawn=Blazko, job=Goto A=(136, 0, 179), CurToil=0): System.NullReferenceException: Object reference not set to an instance of an object
  at RunAndGun.Harmony.JobDriver_SetupToils.checkForAutoAttack (Verse.AI.JobDriver_Goto __instance) [0x00000] in <filename unknown>:0
  at RunAndGun.Harmony.JobDriver_SetupToils+<>c__DisplayClass0_0.<Postfix>b__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=Goto, curDriver=Verse.AI.JobDriver_Goto
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Related to mods i got.
Loading game from file LMX Merc Corps3 with mods MOD-E-master, Core, 818773962, 839005762, 1136216344, 733113011, 972897322, 1120946454, 918312251, 881864390, 1153387243, 940371232, 725956940, 1136219877, 856434414, 1129661188, 882804155, 1158380775, 912267364, 1153388192, 1159723337, 817996020, 735106432, 945803165, 761421485, 944063011, 972057888, 1157085076, 920546527, 1158568885, 1102480398, 731111514, 1055485938, 1136958577, 1141721293, 942690136, 927155256, 1106719215, 1098354593, 1089876213, 1106068552, 817986239, 730936602, 929270780, 926675929, 786055494, 735241897, 836308268, 731287727, 1076757664, 909429482, 725949967, 725952322, 730528968, 1137698168, 1088742286, 1134165362, 1135183184, 725947920, 849231601, 736139206, 736207111, 728381322, 826153738, 1105837573, 1131990764, 767212104, 935982361, and 1168979753

Thanks for the bug report! Very helpful. Might be a compatibility issue. I'll look into it.
Title: Re: [A17] Run&Gun
Post by: Dragoon on October 14, 2017, 08:22:25 PM
Following this!
Title: Re: [A17] Run&Gun
Post by: DiamondBorne on October 14, 2017, 11:25:24 PM
Another revolutionary mod incoming. Me likey. ^_^
Title: Re: [A17] Run&Gun
Post by: Roolo on October 15, 2017, 04:01:45 AM
Thanks everyone :). I fixed a major bug involving turrets not working. I updated the git and steam code. I'll look into compatibility issues later. Please let me know if there are any other issues.
Title: Re: [A17] Run&Gun
Post by: Kori on October 15, 2017, 09:50:06 AM
Sounds very good!
Title: Re: [A17] Run&Gun
Post by: Ceanox on October 15, 2017, 10:14:24 AM
My god, MY already powerful Marjot, Can be even more powerful While dodging the bullets!

This mod is great, No errors at all.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 15, 2017, 02:59:16 PM
Run&Gun is updated to v1.2. Beware, the AI is now also capable of Running and Gunning!
Title: Re: [A17] Run&Gun
Post by: Crow_T on October 15, 2017, 03:23:22 PM
Really cool, it's amazing the things people come up with :) I assume when grabbing this from github I should download the Master zip file?
Title: Re: [A17] Run&Gun
Post by: Roolo on October 16, 2017, 02:21:48 AM
Really cool, it's amazing the things people come up with :) I assume when grabbing this from github I should download the Master zip file?

Yes, you assumed well :). Just download the zip from the master branch, unpack it, and place it in the Rimworld mod folder.
Title: Re: [A17] Run&Gun
Post by: PreDiabetic on October 16, 2017, 06:15:18 AM
is it possible to arrange files on Github? Seperate masterfile and releases?
Title: Re: [A17] Run&Gun
Post by: Roolo on October 16, 2017, 06:35:27 AM
is it possible to arrange files on Github? Seperate masterfile and releases?

You mean like this? https://github.com/rheirman/RunAndGun/releases/

I can do that from now on. Doing it for earlier releases is a bit of a pain though.
Title: Re: [A17] Run&Gun
Post by: SpaceDorf on October 16, 2017, 07:55:27 AM
Yes Please Flee and Gun, anything that makes the game harder through common sense is welcome.

And Post to Follow ..  ;D
Title: Re: [A17] Run&Gun
Post by: Kori on October 16, 2017, 08:10:55 AM
Yes, Flee and Gun sounds good as default.

Now that I think about it, what about reloading when using CE? Is Run and Reload possible already, so fleeing pawns can keep shooting?
Title: Re: [A17] Run&Gun
Post by: Zakhad on October 16, 2017, 08:28:56 AM
Such a simple yet revolutionary mod. Congratz on release, Following!
Title: Re: [A17] Run&Gun
Post by: Roolo on October 16, 2017, 09:57:23 AM
Yes, Flee and Gun sounds good as default.

Now that I think about it, what about reloading when using CE? Is Run and Reload possible already, so fleeing pawns can keep shooting?

Good idea, but to do that I probably would have to write code targetting CE code specifically. I find it a bit to early now to be targeting specific mods. Currently my focus is on developing the base features. Maybe at a point later in time I'll add a patch.
Title: Re: [A17] Run&Gun
Post by: Canute on October 16, 2017, 10:06:05 AM
You should focus first, that NPC's can use run&gun too, or it would a bit unfair.
Sure CE is very popular, after you fix all bugs, you should focus on this.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 16, 2017, 10:27:09 AM
You should focus first, that NPC's can use run&gun too, or it would a bit unfair.
Sure CE is very popular, after you fix all bugs, you should focus on this.

I've already done that :). NPC's can use Run&Gun since yesterday.
Title: Re: [A17] Run&Gun
Post by: Kori on October 16, 2017, 01:35:13 PM
You should focus first, that NPC's can use run&gun too, or it would a bit unfair.
Sure CE is very popular, after you fix all bugs, you should focus on this.

I've already done that :). NPC's can use Run&Gun since yesterday.

That feature works great, and it adds a real challenge!
Title: Re: [A17] Run&Gun
Post by: Roolo on October 17, 2017, 02:54:06 AM
If anyone noticed a bug that caused the firerate of Running and Gunning paws to be way to high, thats fixed now. Very strange, some checks that prevented that from happening were not present anymore. Time to use Git blame on myself ^^
Title: Re: [A17] Run&Gun
Post by: SeniorScore on October 17, 2017, 04:22:01 AM
Great mod, fleeing raiders suppressed my colonists and got them to hunker down so I couldn't take potshots as they ran away,10/10
Title: Re: [A17] Run&Gun
Post by: CrazyGamer313 on October 17, 2017, 10:10:48 AM
I have found 3 bugs with this mod
1.when i select multiple pawns and say they schoud go somwhere they dont do it and 1 pawn gets undraftet
2. i cant right click on things with an pawn until it is drafted
3. somtimes when i draft an pawn there jobs will all be set to 3 priority
Title: Re: [A17] Run&Gun
Post by: Roolo on October 17, 2017, 10:37:43 AM
I have found 3 bugs with this mod
1.when i select multiple pawns and say they schoud go somwhere they dont do it and 1 pawn gets undraftet
2. i cant right click on things with an pawn until it is drafted
3. somtimes when i draft an pawn there jobs will all be set to 3 priority

Thanks for your bug report. Are you very sure these issues are all caused by Run&Gun?
I don't see how my code could affect any of the things you talk about, but let's not rule anything out.
Could you turn on the development mode in options and see if there are any errors in the log? This log should come up automatically when you start your game and any errors are detected. If any errors show up, could you post them here?



Title: Re: [A17] Run&Gun
Post by: Nightinggale on October 17, 2017, 11:05:56 AM
The run&gun button has an unlucky position for drafted colonists as it is the leftmost button. This means it's no longer possible to double click on draft to make a colonist forget the current task and get a new one. It's only after adding this mod I have realized how often I change work priorities, mark items for (urgent) hauling or similar and then draft+undraft colonists to do it right away. Now I keep drafting and then toggle run&gun settings.

Would you please change button priority to restore vanilla placement of vanilla buttons? :)

Other than that it's a great mod. Despite being a simple concept, it adds a lot of dynamics to combat and generally makes it more fun. It moves from covered standard positions in some FPS camper style to a real dynamic combat scene. For instance you can get a colonist to move from tree to tree to flank the enemy covers. You could do that in vanilla, but you don't do it often because it means the flanking colonist would not be shooting for quite a while. Well not anymore  8)
Title: Re: [A17] Run&Gun
Post by: Nightinggale on October 17, 2017, 11:10:31 AM
3. somtimes when i draft an pawn there jobs will all be set to 3 priority
Using Force Pawn To Do A Job together with Fluffy's Work Tab can do that. They are listed as incompatible while they are working on figuring out why it happens.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 17, 2017, 12:34:05 PM
The run&gun button has an unlucky position for drafted colonists as it is the leftmost button. This means it's no longer possible to double click on draft to make a colonist forget the current task and get a new one. It's only after adding this mod I have realized how often I change work priorities, mark items for (urgent) hauling or similar and then draft+undraft colonists to do it right away. Now I keep drafting and then toggle run&gun settings.

Would you please change button priority to restore vanilla placement of vanilla buttons? :)

Thanks for your feedback! I agree with you that the button priority is not optimal now. I struggled a bit with it when I was developing the mod, and after a while decided to leave it like this. I'll definitely give it another shot in the near future.

Edit: In the meantime you can also double tap R (or whatever hotkey you have configure for drafting) to achieve the same.

Title: Re: [A17] Run&Gun
Post by: CrazyGamer313 on October 17, 2017, 03:14:01 PM
Could you do that this mod also makes it happen that you could reload guns with combat extended?
Title: Re: [A17] Run&Gun
Post by: kubolek01 on October 18, 2017, 12:17:47 AM
BFG's 10 second cooldown isn't a problem now :D Pretty weird, using it while moving. But mod is mod! ♥♥
Title: Re: [A17] Run&Gun
Post by: Roolo on October 18, 2017, 02:29:05 PM
BFG's 10 second cooldown isn't a problem now :D Pretty weird, using it while moving. But mod is mod! ♥♥

^^. It might get a litte less weird when I implemented that RunAnGun movement penalty depends on the weapon type being used.
Title: Re: [A17] Run&Gun
Post by: Dragoon on October 18, 2017, 06:35:25 PM
BFG's 10 second cooldown isn't a problem now :D Pretty weird, using it while moving. But mod is mod! ♥♥

^^. It might get a litte less weird when I implemented that RunAnGun movement penalty depends on the weapon type being used.

When I saw this I was going to ask if we can just take an aim penalty instead, but then I remembered he was using the BFG and...well aiming is not really a concern.
Title: Re: [A17] Run&Gun
Post by: Ceanox on October 19, 2017, 02:20:43 AM
If you got in contact with the CE develloper, This could have so much potential.
Talking to my friend today about it, imagine like in real life you'll be supressing the enemy while you run to better cover.
I honestly think this is the best, most simple mod for A17, such a simple concept executed flawlessly.

Bravo.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 19, 2017, 04:37:09 AM
If you got in contact with the CE develloper, This could have so much potential.
Talking to my friend today about it, imagine like in real life you'll be supressing the enemy while you run to better cover.
I honestly think this is the best, most simple mod for A17, such a simple concept executed flawlessly.

Bravo.

What a nice compliment ^^. You know that you can already do that, right? RunAndGun is CE compatible. The only small problem is that you cannnot RunAndReload at this point, but it still works pretty good IMO.
Edit: I might make a patch in the future that allows reloading while running but I'll focus on non-mod-specific features first.
Title: Re: [A17] Run&Gun
Post by: kukrihaha on October 19, 2017, 07:10:02 PM
Looks like there is a compatibility problem between this mod and SK project. Nothing changes after installing both mods, it properly is caused by the fire suppression system of the SK project. So looking forward any fix on this compatibility.
Title: Re: [A17] Run&Gun
Post by: Canute on October 20, 2017, 02:55:52 AM
You should tell the HCSK team to add this mod to their project, because HCSK is unique and you shouldn't use other mods together with them.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 23, 2017, 03:57:32 AM
Ok I locked the poll, the answer seems very clear. I'll implement flee and gun as a default when it's optional. There is still a vast minority that prefers fleeing pawns not to return fire, so this is an extra motivation to add the option to disable flee and gun to the options in the next release. This week I'm really busy with real life things, but next week I'll have plenty of time for new releases. 
Title: Re: [A17] Run&Gun
Post by: Nightinggale on October 23, 2017, 05:02:33 AM
How about adding a mental state for pawns to panic, which gives +10% move, but they can't run&gun. On fleeing, pawns might get it, in which case some pawns will shoot while others just run away as fast as possible. Maybe make this optional as well, or with optional percentage chance for each pawn with slider from 0 to 100%.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 24, 2017, 05:40:35 AM
How about adding a mental state for pawns to panic, which gives +10% move, but they can't run&gun. On fleeing, pawns might get it, in which case some pawns will shoot while others just run away as fast as possible. Maybe make this optional as well, or with optional percentage chance for each pawn with slider from 0 to 100%.

Allowing the user to set a percentage that determines the change enemy pawns return fire while feeing is a very good idea, and won't be hard to implement, so I'll definitely give that a shot. Adding a mental 'panic' state with a movement benefit is also a nice to have, but I don't want to change the base game too much. I think the power of this mod is that it's simple as it is: users know exactly what they get with it, and they get nothing else but that.
Title: Re: [A17] Run&Gun
Post by: Nightinggale on October 24, 2017, 06:55:17 AM
Adding a mental 'panic' state with a movement benefit is also a nice to have, but I don't want to change the base game too much.
In that case just add a "fleeing in panic" buff with no effect. This will allow other mods to check for panic state added by this mod and then act upon it, either by xml (patching movement modifier) or C# (pawns risk dropping weapons/items). What's important here is that other mods needs a simple approach to detect if this mod views a pawn as panicking.
Title: Re: [A17] Run&Gun
Post by: Roolo on October 25, 2017, 03:26:32 AM
In that case just add a "fleeing in panic" buff with no effect. This will allow other mods to check for panic state added by this mod and then act upon it, either by xml (patching movement modifier) or C# (pawns risk dropping weapons/items). What's important here is that other mods needs a simple approach to detect if this mod views a pawn as panicking.

But the thing is, fleeing in panic is just the default as implemented in the vanilla game. Fleeing with run and gun enabled is the only thing the mod adds. So if other modders want to see if pawns are fleeing (panicking), they can just look at the vanilla code. If they want to know if a pawn is fleeing while also returning fire, they can just check if the pawn is fleeing and has run and gun enabled. So I don't see how adding a mental state helps in this case, as it only introduces new things specific to my mod that other modders may have to take into account.

Title: Re: [A18] Run&Gun
Post by: Roolo on October 25, 2017, 04:21:47 AM
I added a release (https://github.com/rheirman/RunAndGun/releases/tag/V0.18.0.0) that makes RunAndGun compatible with A18. Besides the A18 compatibility fixes, it is exactly the same as the latest A17 release. Note that A18 is still unstable, so please inform me when things related to my mod suddently stop working when playing A18. Also note that Hugslib is still in A17, so some errors will pop up when the game is started in development mode. However, as far as I know, these errors are not harmful.
Title: Re: [A18][A17] RunAndGun
Post by: Ceanox on October 28, 2017, 08:03:49 PM
Got this Problem
http://prntscr.com/h3bccb
And this
http://prntscr.com/h3bcfe
Error upon load, disables all mods
Also the mods i have.
http://prntscr.com/h3bcyu

Do with it what you will
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on October 29, 2017, 10:42:08 AM
Got this Problem
http://prntscr.com/h3bccb
And this
http://prntscr.com/h3bcfe
Error upon load, disables all mods
Also the mods i have.
http://prntscr.com/h3bcyu

Do with it what you will

Thanks for the report! Some questions to you: was this in alpha 18? What version of hugslib are you using and is it loaded before run and gun? Did you install the mods manually or using steam workshop?
Title: Re: [A18][A17] RunAndGun
Post by: Mr_Man on October 30, 2017, 04:38:10 PM
Hi, not sure if this mod is working when pawns are drafted against animals? Checked just now and it doesn't appear to be.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on October 31, 2017, 03:39:38 AM
Hi, not sure if this mod is working when pawns are drafted against animals? Checked just now and it doesn't appear to be.

Yes you are right. This is because RunAndGun only works with fire at will. Since you're targeting animals manually, it doesn't work. If on the other hand animals become madenned manhunters, fire at will will trigger, and in this case, RunAndGun does work on animals.

If I were to make RunAndGun also work for manual aiming, I would have to face quite a bunch of technical challenges. Since the added value of making RunAndGun work for manual aiming is very little, I don't think it's worth going through the trouble at this point. But please prove me wrong if you have examples where you really miss RunAndGun in combination with manual aiming.
Title: Re: [A18][A17] RunAndGun
Post by: Mr_Man on October 31, 2017, 10:41:57 AM
Understood... not really a problem in terms of gameplay - more curiosity. Thought it would be extra brutal to mow down escaping rabbits  ;D
Title: Re: [A18][A17] RunAndGun
Post by: Nightinggale on October 31, 2017, 10:52:14 AM
I wonder if it would be possible to tag animals to make them trigger fire at will without also triggering madness. Something like an extra setting in addition to hunting. Quite useful if you want to get rid of beavers or similar quickly. There is also the option to make a zone where animals are automatically tagged like this, which will make your pawns automatically shoot animals eating from your growth zones. This sure has possibilities, but I think it would belong in a different mod rather than an extension to this one.
Title: Re: [A18][A17] RunAndGun
Post by: Goldenpotatoes on October 31, 2017, 01:14:23 PM
Running into an issue with the mod having issues and preventing the world map from generating, oddly enough.

Output log (https://gist.github.com/HugsLibRecordKeeper/eb5e02d1aae77b001d9daf5b525d15ae)

This occurs with both manual/steam workshop variants of RunandGun/Hugslib. Seems like someone already made an issue report on the github. Running A18.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 01, 2017, 03:53:43 AM
I wonder if it would be possible to tag animals to make them trigger fire at will without also triggering madness. Something like an extra setting in addition to hunting. Quite useful if you want to get rid of beavers or similar quickly. There is also the option to make a zone where animals are automatically tagged like this, which will make your pawns automatically shoot animals eating from your growth zones. This sure has possibilities, but I think it would belong in a different mod rather than an extension to this one.

Haha, that is a pretty cool idea! But it's something for a different mod indeed. Shouldn't be to hard to implement though.

Running into an issue with the mod having issues and preventing the world map from generating, oddly enough.

Output log (https://gist.github.com/HugsLibRecordKeeper/eb5e02d1aae77b001d9daf5b525d15ae)

This occurs with both manual/steam workshop variants of RunandGun/Hugslib. Seems like someone already made an issue report on the github. Running A18.

I didn't notice the issue on github, so thanks for making me aware :). I'm already releasing an update today, so I might aswell look into that too before releasing.




Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 01, 2017, 07:09:24 AM
New update!
- The RunAndGun movement penalty now depends on how heavy weapons are. What are considered heavy weapons and the penalty per weapon type can be configured in the mod options.
- Added a mod option that can be used to set the chance that enemy pawns will use RunAndGun while fleeing.
- Improved compatibility with non-human races.
- Solved problem with hugslib for A18 version that caused the map to not load.
- Changed the position of the RunAndGun button.
Title: Re: [A18][A17] RunAndGun
Post by: Diana Winters on November 01, 2017, 12:46:50 PM
New update!
- The RunAndGun movement penalty now depends on how heavy weapons are. What are considered heavy weapons and the penalty per weapon type can be configured in the mod options.
- Added a mod option that can be used to set the chance that enemy pawns will use RunAndGun while fleeing.
- Improved compatibility with non-human races.
- Solved problem with hugslib for A18 version that caused the map to not load.
- Changed the position of the RunAndGun button.

Just a suggestions:
I suggest having the light/heavy weapon be determined by the new "bulk" stat instead of weight by default.
Title: Re: [A18][A17] RunAndGun
Post by: Nightinggale on November 01, 2017, 12:52:20 PM
Just a suggestions:
I suggest having the light/heavy weapon be determined by the new "bulk" stat instead of weight by default.
Reading this coming from somebody, who makes alien races makes me think the slowdown should depend on how strong the pawn is. On top of a bulky modifier, it should depend on weight divided by carry capacity or something, allowing strong aliens to have less of a slowdown when they use a heavy gun.
Title: Re: [A18][A17] RunAndGun
Post by: Goldenpotatoes on November 01, 2017, 01:10:54 PM
Just a suggestions:
I suggest having the light/heavy weapon be determined by the new "bulk" stat instead of weight by default.
Reading this coming from somebody, who makes alien races makes me think the slowdown should depend on how strong the pawn is. On top of a bulky modifier, it should depend on weight divided by carry capacity or something, allowing strong aliens to have less of a slowdown when they use a heavy gun.

There isn't any kind of strength stat for races unless the alien races framework adds that in. You'd probably be better off basing it around their carry capacity or body size.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 01, 2017, 02:08:18 PM
Just a suggestions:
I suggest having the light/heavy weapon be determined by the new "bulk" stat instead of weight by default.

Nice idea, I didn't even know they added a bulk stat. Right now I want to keep the A17 and A18 version as similar as possible though, to keep things managable, but I'll definitely look into it when A18 stable is released.

Reading this coming from somebody, who makes alien races makes me think the slowdown should depend on how strong the pawn is. On top of a bulky modifier, it should depend on weight divided by carry capacity or something, allowing strong aliens to have less of a slowdown when they use a heavy gun.

Nice idea but the movement penalty is not implemented because the weapon is heavy and therefore slows the pawn down. If it was like that, it would make more sense to always apply the movement penatly while holding the gun, but that would be outside the scope of this mod.  Instead  I implemented the movement penalty because aiming while running should slow you down. With heavier (or bulkier) weapons, aiming is even harder while running, so hence the larger penalty. The fact that the pawn is strong shouldn't influence this too much, since even for strong paws, bulky weapons are still hard to aim with while running.


Title: Re: [A18][A17] RunAndGun
Post by: Nightinggale on November 01, 2017, 02:30:44 PM
There isn't any kind of strength stat for races unless the alien races framework adds that in. You'd probably be better off basing it around their carry capacity or body size.
That's why I said "weight divided by carry capacity or something". However thinking about it, carry capacity is a poor choice because browsing the mods will reveal items such as backpacks, which gives +75 carry capacity. Should a backpack make it faster to run and shoot at the same time?  :P

We need a strength stat for pawns to determine max carried weight, but that's totally out of the scope for this mod.

Reading this coming from somebody, who makes alien races makes me think the slowdown should depend on how strong the pawn is. On top of a bulky modifier, it should depend on weight divided by carry capacity or something, allowing strong aliens to have less of a slowdown when they use a heavy gun.

Nice idea but the movement penalty is not implemented because the weapon is heavy and therefore slows the pawn down. If it was like that, it would make more sense to always apply the movement penatly while holding the gun, but that would be outside the scope of this mod.
Good point. The one mod, one feature approach seems to be the right one as it allows players to pick what they want. Also the movement penalty for carried weight is already available in another mod.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 02, 2017, 08:27:51 AM
If anyone has experienced a bug that causes pawns to move very rapidly when running and gunning: that issue has been solved in the latest release now.

@Nightinggale
Yes I completely agree with you, I never like it when a mod contains extra stuff that is not within the purpose of the mod.



Title: Re: [A18][A17] RunAndGun
Post by: kubolek01 on November 02, 2017, 12:20:46 PM
I had an useful bug. When the pawn stops when firing a burst, another one goes without warmup time.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 02, 2017, 01:46:16 PM
I had an useful bug. When the pawn stops when firing a burst, another one goes without warmup time.

Haha that's pretty useful ^^. Thanks for letting me know, I'll add a fix to the next update, but since the bug isn't game breaking, I'll wait with releasing for some time (something like a week) now to give other minor bugs some time to come up. Only in case of major bugs I'll release quicker, but I don't expect any major bugs anymore at this point. So don't use the exploit too much until then ^^
Title: Re: [A18][A17] RunAndGun
Post by: 123nick on November 02, 2017, 03:48:39 PM
is the title a reference to Xcom? cool mod too :D
Title: Re: [A18][A17] RunAndGun
Post by: Diana Winters on November 02, 2017, 04:23:55 PM
<snip>

There isn't any kind of strength stat for races unless the alien races framework adds that in. You'd probably be better off basing it around their carry capacity or body size.

Actually, there is a vanilla stat called "bodysize" that is basically a strength stat. It influences how much you can carry, for the most part.
Title: Re: [A18][A17] RunAndGun
Post by: Nightinggale on November 02, 2017, 05:08:26 PM
Actually, there is a vanilla stat called "bodysize" that is basically a strength stat. It influences how much you can carry, for the most part.
The problem with bodysize is that it influence way too much. The parts, which are affected by bodysize are: carry capacity, meat, leather, bones (with BoneMod). Animals have to have a certain size before they can be trained to haul, even if they are big enough to have a larger than 0 carry capacity.

Other stats, which I suspect uses bodysize, but haven't confirmed are some combat related. Bigger is easier to hit, but harder to kill or destroy body parts.

I don't know where max carry weight in all this fits. It would be nice to modify just one of those numbers without modifying the rest. Some can be configured, some can configure base when the number is base*bodysize, but just relying purely on bodysize as a factor means it's hard to adjust without messing with lots of other stuff.

This is somewhat off topic for this mod though.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 03, 2017, 04:27:12 AM
is the title a reference to Xcom? cool mod too :D
Thanks! No, while I played Xcom for a while, it never occured to me there is also an ability there with the same name. I just thought RunAndGun sounded nice due to the rhyming, and because it's descriptive. But maybe, subconsiously, the name was absorbed in my mind when I played Xcom and popped up when I was naming my mod, who knows ^^.
Title: Re: [A18][A17] RunAndGun
Post by: DiamondBorne on November 03, 2017, 06:16:57 AM
Next you'll be saying Diablo invented the term Hack and Slash 8)

Run and Gun was a thing since NES Contra.
Title: Re: [A18][A17] RunAndGun
Post by: Ceanox on November 07, 2017, 05:36:41 PM
Got this Problem
http://prntscr.com/h3bccb
And this
http://prntscr.com/h3bcfe
Error upon load, disables all mods
Also the mods i have.
http://prntscr.com/h3bcyu

Do with it what you will

Thanks for the report! Some questions to you: was this in alpha 18? What version of hugslib are you using and is it loaded before run and gun? Did you install the mods manually or using steam workshop?

Sorry for not responding, and it was Alpha 18, first beta version of hugslibs, but i disabled it, and i did it manually
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 08, 2017, 04:11:39 AM
Sorry for not responding, and it was Alpha 18, first beta version of hugslibs, but i disabled it, and i did it manually

Thanks for still letting me know. The issue you had has been solved in one of the last releases.

Title: Re: [A18][A17] RunAndGun
Post by: Goldenpotatoes on November 08, 2017, 11:26:07 AM
On the github releases, the latest A18 version is the same as the latest A17 version. You may of pushed the same folder twice from the looks of it.
Title: Re: [A18][A17] RunAndGun
Post by: Roolo on November 08, 2017, 04:07:46 PM
On the github releases, the latest A18 version is the same as the latest A17 version. You may of pushed the same folder twice from the looks of it.

Ok, apperently I used the wrong branch when I created that release >.<. I've solved it now. Thanks for making me aware.
Title: Re: [B18][A17] RunAndGun
Post by: BTAxis on November 24, 2017, 07:59:39 AM
Despite the tag in the topic title, this mod does not actually seem to work on B18. It causes errors on startup.
Title: Re: [B18][A17] RunAndGun
Post by: macbuk on November 24, 2017, 07:03:51 PM
Did you forget to update the github or something? No new release or even recent changes.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on November 27, 2017, 03:39:16 AM
Despite the tag in the topic title, this mod does not actually seem to work on B18. It causes errors on startup.
What version did you download? Did you download from the master branch or from the latest v18 release? I haven't updated the master branch yet. I modified the description just now to clarify that.

Did you forget to update the github or something? No new release or even recent changes.

I'm sorry, I wanted to add in some additional changes before updating the release tag, but eventually got to busy with other things so I forgot it. I just updated it (yesterday) so it's equal to the latest Steam release. 

Title: Re: [B18][A17] RunAndGun
Post by: BTAxis on November 28, 2017, 07:03:38 PM
I downloaded the release marked 0.18.1.0. In the mod interface it says it's for Rimworld version 0.17.0 and when trying to load it anyway it produces errors on startup, including:
Code: [Select]
ReflectionTypeLoadException getting types in assembly RunAndGun: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on November 29, 2017, 03:07:51 AM
I downloaded the release marked 0.18.1.0. In the mod interface it says it's for Rimworld version 0.17.0 and when trying to load it anyway it produces errors on startup, including:
Code: [Select]
ReflectionTypeLoadException getting types in assembly RunAndGun: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

I just tested this and it just works. Are you very sure you downloaded the right version? 0.18.1.0 was added pretty recently (three days ago). And before it was added, 17.1.8 was the latest release (with 18.0.2 being the latest a18 release, but not showing up on top of the list) so could it be that you downloaded that accidentally?  Or maybe something went wrong with copying the files? The fact that the mod interface says the mod is for A17 can only mean you don't have the right version in your mods folder, which also means it cannot be the 0.18.1.0 version available on Github.
Title: Re: [B18][A17] RunAndGun
Post by: BTAxis on November 29, 2017, 07:02:44 AM
Ah, you're right, I still had the master branch version in my mod folder somehow. So I was activating the wrong version. The release version seems fine. Sorry about that!
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 05, 2017, 12:13:27 PM
Update!
v0.18.2.0

- Mod settings are organized in tabs
- New mod option is added that allows users to forbid RunAndGun for certain weapons. This also applies to the weapons used by enemy pawns.
- Pawns can no longer RunAndGun while burning
- Fixed issue that caused the weapon cooldown to be circumvented when a pawn stops moving while running and gunning.
Title: Re: [B18][A17] RunAndGun
Post by: kubolek01 on December 05, 2017, 02:08:01 PM
Update!
v0.18.2.0

- Mod settings are organized in tabs
- New mod option is added that allows users to forbid RunAndGun for certain weapons. This also applies to the weapons used by enemy pawns.
- Pawns can no longer RunAndGun while burning
- Fixed issue that caused the weapon cooldown to be circumvented when a pawn stops moving while running and gunning.
No more exploiting xD (I reported the last one)
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 17, 2017, 10:42:28 AM
Update(v18.3.0)

- Weapon selector for forbidding and in the mod settings has been completely re-implemented to a more user-friendly design.
- When mods that add new weapons are installed, the weight filter is applied automatically so new weapons are generally configured well from now on.
- Weapons added by new mods are allowed by default for RunAndGun.
- Unfortunately, anything configured in the previous version of the weapon selector has to be re-configured.
Title: Re: [B18][A17] RunAndGun
Post by: Mst on December 17, 2017, 12:06:57 PM
How does accuracy penalty work? Bigger number is bigger penalty so it's harder to hit the target, right? I raised to 60 but my pawns seem to be much more accurate then while standing still. They land almost all shots perfectly.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 17, 2017, 12:35:37 PM
How does accuracy penalty works? Bigger number is bigger penalty so it's harder to hit the target, right? I raised to 60 but my pawns seem to be much more accurate then while standing still. They land almost all shots perfectly.

Whoops, that's not how it's supposed to work. I might have made a mistake recently. I'll check it out and I'll upload a fix tomorrow if needed.

Edit: tested this and it seemed to work properly.
Title: Re: [B18][A17] RunAndGun
Post by: Mst on December 17, 2017, 03:21:50 PM
Whoops, that's not how it's supposed to work. I might have made a mistake recently. I'll check it out and I'll upload a fix tomorrow if needed.

I am not completely sure, just an observation, no factual evidence.
It could be my mistake.

PS Haven't tested in new update, those were thoughts on the previous one
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 17, 2017, 04:31:24 PM
Whoops, that's not how it's supposed to work. I might have made a mistake recently. I'll check it out and I'll upload a fix tomorrow if needed.

I am not completely sure, just an observation, no factual evidence.
It could be my mistake.

Sure, I understand, it's no problem though to check it, just to be certain. I can easily get some exact numbers to check it tomorrow when I have time. Even if it works as expected it's no bother to have checked it.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 18, 2017, 10:47:25 AM
@Mst

I just rechecked the accuracy penalty and it seems to work properly. I logged the calculated accuracy and it did drop by the percentage set in the options (so with a 50% penalty, the accuracy of a pawn that had 80% accuracy dropped to 40%). I also tried setting the penalty to 100%, and my pawn missed every shot except one out of roughly 50 shots when using a revolver. The one hit was a result of the enemy pawn moving to the same tile the missed bullet went to.

So maybe you were just really lucky?




Title: Re: [B18][A17] RunAndGun
Post by: Mst on December 21, 2017, 07:46:53 PM
 Thanks, gotta try to raise the numbers a bit more next time I play.
Title: Re: [B18][A17] RunAndGun
Post by: Jan2607 on December 22, 2017, 11:55:51 AM
Is this compatible with additional colonist classes ( e.g. with Misc. MAI mod)?
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 22, 2017, 12:42:18 PM
Is this compatible with additional colonist classes ( e.g. with Misc. MAI mod)?

Currently, it is compatible with any race with defClass=Pawn. This is almost any pawn type, the only exception I'm aware of is... Misc. MAI. It is compatible with that mod in the sense that it doesn't break anything. The only thing is that the RunAndGun option is not available for those robots. However, I plan to rework the system of attaching RunAndGun data to pawns soon, which will likely fix the issue. Moreover, I didn't check since A17, so it might be that the B18 version of MAI does allow RunAndGun.
Title: Re: [B18][A17] RunAndGun
Post by: Jan2607 on December 22, 2017, 12:57:46 PM
Since Misc. MAI is not updated to B18 yet, we can't know yet :D
Maybe Haplo changes something then...

Anyway, thank you :)
Title: Re: [B18][A17] RunAndGun
Post by: SalmonToastie on December 23, 2017, 05:06:57 AM
So what exactly do you need for errors and stuff, what should I attach that can help you the most?
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 23, 2017, 05:22:31 AM
So what exactly do you need for errors and stuff, what should I attach that can help you the most?

I think you posted most info on the other thread already. One more thing I would like to know is what version of RunAndGun you are using. The one on steam, or did you download it yourself? If it's not the one from steam, what version number does it have?
Title: Re: [B18][A17] RunAndGun
Post by: SalmonToastie on December 23, 2017, 05:44:55 AM
So what exactly do you need for errors and stuff, what should I attach that can help you the most?

I think you posted most info on the other thread already. One more thing I would like to know is what version of RunAndGun you are using. The one on steam, or did you download it yourself? If it's not the one from steam, what version number does it have?

On the RunAndGun folder it is 0.17.1.8, is that the number you need?
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on December 23, 2017, 09:14:17 AM
So what exactly do you need for errors and stuff, what should I attach that can help you the most?

I think you posted most info on the other thread already. One more thing I would like to know is what version of RunAndGun you are using. The one on steam, or did you download it yourself? If it's not the one from steam, what version number does it have?

On the RunAndGun folder it is 0.17.1.8, is that the number you need?

Ok, so you're still playing Rimworld in A17? If so, I can't do much, as it's impossible for me to maintain all legacy versions. So if you want to get it working with Androids, you should update your Rimworld to B18, and install the B18 versions of your mods.
Title: Re: [B18][A17] RunAndGun
Post by: SalmonToastie on December 23, 2017, 09:50:27 AM
So what exactly do you need for errors and stuff, what should I attach that can help you the most?

I think you posted most info on the other thread already. One more thing I would like to know is what version of RunAndGun you are using. The one on steam, or did you download it yourself? If it's not the one from steam, what version number does it have?

On the RunAndGun folder it is 0.17.1.8, is that the number you need?

Ok, so you're still playing Rimworld in A17? If so, I can't do much, as it's impossible for me to maintain all legacy versions. So if you want to get it working with Androids, you should update your Rimworld to B18, and install the B18 versions of your mods.

Actually I'm an idiot, my Rimworld started black screening and I've fixed that issue now, RunAndGun does indeed work with Androids in A17. The error message I was getting no longer shows now, could've been because it was loaded after a gun addition mod, I have no clue. Anyways, good mod and thanks for making it, it's one of the must add before play mods for me.

Salmon
Title: Re: [B18][A17] RunAndGun
Post by: Madman666 on January 13, 2018, 05:20:30 PM
I am reasonably sure Run and Gun causes a crash if used on Linux upon raiders fleeing. Tested it without any mods but HugsLib and Run'n'Gun. Each time raiders try to flee you get a crash, so I assumed its tied to FleeAndGun feature, which worked fine in Windows. Setting flee and gun chance to 0% doesn't help as does disabling Run and Gun for AI checkbox. If it doesn't crash it causes red error, while some of raiders flee and others still attack. Here's the log: https://s17.postimg.org/iv5dwgx1b/bug.png

Since on Windows nothing of the sort happen, I assume you won't bother fixing it, but it might be worth mentioning that in your mods compatibility section. Probably yet another weird linux-unity thing.
Title: Re: [B18][A17] RunAndGun
Post by: Harry_Dicks on January 14, 2018, 12:40:40 AM
I am reasonably sure Run and Gun causes a crash if used on Linux upon raiders fleeing. Tested it without any mods but HugsLib and Run'n'Gun. Each time raiders try to flee you get a crash, so I assumed its tied to FleeAndGun feature, which worked fine in Windows. Setting flee and gun chance to 0% doesn't help as does disabling Run and Gun for AI checkbox. If it doesn't crash it causes red error, while some of raiders flee and others still attack. Here's the log: https://s17.postimg.org/iv5dwgx1b/bug.png

Since on Windows nothing of the sort happen, I assume you won't bother fixing it, but it might be worth mentioning that in your mods compatibility section. Probably yet another weird linux-unity thing.

Has using Linux fixed your RAM issues, will you continue to use it? Are you glad you started using it?
Title: Re: [B18][A17] RunAndGun
Post by: Madman666 on January 14, 2018, 05:24:55 AM
Has using Linux fixed your RAM issues, will you continue to use it? Are you glad you started using it?

Yup, it did. Yup, I will. Yup, I am. Linux has a lot of issues, but you mostly can fix them with some googling. On Windows you have one issue - limited memory and you absolutely can't fix it, until RW 64 bit comes out.
Title: Re: [B18][A17] RunAndGun
Post by: Harry_Dicks on January 14, 2018, 05:45:11 AM
Has using Linux fixed your RAM issues, will you continue to use it? Are you glad you started using it?

Yup, it did. Yup, I will. Yup, I am. Linux has a lot of issues, but you mostly can fix them with some googling. On Windows you have one issue - limited memory and you absolutely can't fix it, until RW 64 bit comes out.

Maybe we'll get 64 bit when we get Z levels! Hah, yeah right on the Z levels. I really just want to be able to build a deep dungeon. Combat can be 1 level only, I'm fine with that. I was thinking, you could kinda have a psuedo 2nd level, but it would be a very small map, essentially counting as a 2nd colony, have teleporters count as the "staircase" between levels, by having the teleports arranged in the same pattern as in your base, essentially connecting them to different "levels." Of course it would have to be a custom map, with no map edges or anything for animals or plants, and I don't know what you could allow for the floor besides player built floors, maybe stone if is a basement. Of course no lights or anything from sun or weather, either.
Title: Re: [B18][A17] RunAndGun
Post by: Madman666 on January 14, 2018, 05:54:50 AM
Well there won't be a z level, thats pretty much a guarantee. T mentioned that with RW in Beta its nearing its 1.0 he won't be adding anymore game changing mechanics, so that means he'll concentrate on polishing, optimizing and all that magic stuff. Multicore support is probably as unreal as z level, but 64 bit on the other hand might still be possible. I'd prefer to have 64 bit on Windows, as that saves me from having to deal with Linux related problems, while having all the memory I need, but for now Linux version is enough to tide me over. I guess I just won't be running and gunning. Until I understand what the hell is wrong.

UPD: Also found a discussion on Steam page of RunAndGun about exactly my problem - it was already discussed, so I sorry for flooding the thread, I guess all I can try is having RunAndGun as high as possible in the mod load order... Weird.
Title: Re: [B18][A17] RunAndGun
Post by: Harry_Dicks on January 14, 2018, 06:50:31 AM
UPD: Also found a discussion on Steam page of RunAndGun about exactly my problem - it was already discussed, so I sorry for flooding the thread, I guess all I can try is having RunAndGun as high as possible in the mod load order... Weird.

So you have it working with Linux now? And you fixed the color issues?
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on January 14, 2018, 07:40:30 AM
Thanks for reporting Madman666. I wasn't aware fleeing has anything to do with the crash. Are you really sure the crashes only happen for you when pawns start fleeing? If so, this could help me track down the code that triggers the crash (which still seems to be a base game - issue, but triggered by my mod).

I'm also curious if adding RunAndGun as high as possible in the load order fixed the issue for you.

 
Title: Re: [B18][A17] RunAndGun
Post by: Madman666 on January 14, 2018, 08:16:59 AM
So you have it working with Linux now? And you fixed the color issues?

Nah, still crashes. Every other mod I use works fine, but Run and Gun still causes CTDs when raiders flee. Apparently its something either in vanilla game, or unity-linux interaction or something. Way over my noob head. So I guess I'll run without RunAndGun on Linux for now. Shame, but more memory to play with still worth it.

I did fix the overlay color issues though.

Thanks for reporting Madman666. I wasn't aware fleeing has anything to do with the crash. Are you really sure the crashes only happen for you when pawns start fleeing? If so, this could help me track down the code that triggers the crash (which still seems to be a base game - issue, but triggered by my mod).

I'm also curious if adding RunAndGun as high as possible in the load order fixed the issue for you.

Unfortunately I don't see any change even when I set RnG right after HugsLib. Still crashes.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on January 14, 2018, 10:00:57 AM
Unfortunately I don't see any change even when I set RnG right after HugsLib. Still crashes.

Ok, well I'm afraid there's nothing else we can do but hope and wait until the Linux version of Rimworld is stabilized a bit more. I tried reproducing your issue on my Ubuntu machine, and got the same error. However, in my case it didn't result in any crashes (in a save with only RunAndGun and Hugslib as mods). As the error is thrown in the core game, there's really not much I can do unfortunately.



Title: Re: [B18][A17] RunAndGun
Post by: Madman666 on January 14, 2018, 10:07:56 AM
Ok, well I'm afraid there's nothing else we can do but hope and wait until the Linux version of Rimworld is stabilized a bit more. I tried reproducing your issue on my Ubuntu machine, and got the same error. However, in my case it didn't result in any crashes (in a save with only RunAndGun and Hugslib as mods). As the error is thrown in the core game, there's really not much I can do unfortunately.

Yeah, figured as much. I know one thing - if it worked on A17, works on B18 Windows, but refuses to work on B18 Linux that means B18 for Linux is still raw and faulty. Thank you for your time investigating anyway. I like Run And Gun, but 3.5 Gb RAM Windows lets you have to play RW is really not enough, so I'll have to play without RnG for now. What i really hope is that there won't be any more similarly weird errors with other assembly using mods I play with. If it happened to one mod, it might happen to other ones(
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on January 20, 2018, 11:10:30 AM
Update (now v0.18.3.2)
- Made RunAndGun compatible with the Animal Range Attack (https://ludeon.com/forums/index.php?topic=38290.0) mod: animals can now use their ranged attack while moving.
- Fixed problem with weapon selector that occurred when other mods add weapons without any graphics data.
Title: Re: [B18][A17] RunAndGun
Post by: BrokenValkyrie on January 22, 2018, 08:36:35 PM
Thanks for supporting my mod. Run and gun works well with giddy up and range animal mod, but I am unable to get it work with just run and gun and range animal mod. Man hunter and tame animal don't "run gun" unless ridden with giddy up.

If there anything that I can do on my end let me know.

My latest update changed verb selection process.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on January 23, 2018, 02:39:39 AM
Thanks for supporting my mod. Run and gun works well with giddy up and range animal mod, but I am unable to get it work with just run and gun and range animal mod. Man hunter and tame animal don't "run gun" unless ridden with giddy up.

If there anything that I can do on my end let me know.

My latest update changed verb selection process.

Thank for reporting this. I just tested this thoroughly and found out that the animals do actually use RunAndGun, but rarely. Animal pawns have the same AI tactic as mechanoids: they run into range, and if in range, they stop moving and keep firing on target in range. They only start moving again when no targets are in range. This differs from humanlike pawns, which constantly have move orders within enemy range in search for cover, or when fleeing, giving them plenty of opportunities to shoot while moving, as opposed to animals (they do not search for cover or flee). In rare cases, animals will still RunAndGun. For instance when you release an animal, while multiple animals are already in range, it'll probably have a move order within enemy range, for long enough to use RunAndGun (you can test this out yourself).

So the only way how to make RunAndGun happen more often, is changing the way animals with range attack move, but that's probably beyond the purpose of your mod.

Edit: Hmm, now that I think of it, it might be interesting if I change the AI move tactics for mechanoids in the following way, and I might as well do it for animals. I could give mechs/animals a certain chance (say 40%) that they don't use the default movement behaviour, but instead attempt to move into melee range if possible. This would give them plenty of opportunities to RunAndGun, and they even would chase down retreating pawns while running and gunning. I don't want to touch the vanilla AI behaviour too much, but this change would make sense I think. However, I have plenty of other things for the coming time. So it'll probably take some time until this is implemented (if implemented at all).



 
Title: Re: [B18][A17] RunAndGun
Post by: BrokenValkyrie on January 23, 2018, 05:05:00 AM
Thanks for the write up. At least I know its something I can change on my end. I'll look into tweaking the animal to be a bit more aggressive with movement. The main idea was to have manhunter shoot at fleeing pawn.
Title: Re: [B18][A17] RunAndGun
Post by: Tenshi~Akari on January 23, 2018, 12:22:40 PM
Hello!

Thanks again for the work & updates to this mod. Very essential to my experience.

I think I came across a not-so-friendly issue when using this with Miscellaneous MAI mod, though...

Code: [Select]
Object reference not set to an instance of an object
at RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn&) <0x000ff>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00148>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

What happens: Whenever the MAIs are loaded after auto draft into a generated caravan event map (ambush, rescue, etc.) or even selected while drafted on said map for that matter, there is absolutely no UI or context menus that appear, no matter where I click or what I press... almost as if the game becomes unresponsive, but can only get out of the predicament by double-clicking on the base pawn group and selecting a human pawn.

I've already mentioned this in Haplo's thread, but since the log & thousands of hidden ticks mentioned this mod in particular, is there any possible fix for this? It works just fine with the MAIs on the main base map, it just this small issue when caravaning with my android crew to take out bandit camps or rescue pawns becomes a slight issue, especially if there's no normal human pawn that's with them... they'd end up stuck there until their energy runs out or something of the like, I guess.

Title: Re: [B18][A17] RunAndGun
Post by: Roolo on January 23, 2018, 12:36:11 PM
Hello!

Thanks again for the work & updates to this mod. Very essential to my experience.

I think I came across a not-so-friendly issue when using this with Miscellaneous MAI mod, though...

Code: [Select]
Object reference not set to an instance of an object
at RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn&) <0x000ff>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00148>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

What happens: Whenever the MAIs are loaded after auto draft into a generated caravan event map (ambush, rescue, etc.) or even selected while drafted on said map for that matter, there is absolutely no UI or context menus that appear, no matter where I click or what I press... almost as if the game becomes unresponsive, but can only get out of the predicament by double-clicking on the base pawn group and selecting a human pawn.

I've already mentioned this in Haplo's thread, but since the log & thousands of hidden ticks mentioned this mod in particular, is there any possible fix for this? It works just fine with the MAIs on the main base map, it just this small issue when caravaning with my android crew to take out bandit camps or rescue pawns becomes a slight issue, especially if there's no normal human pawn that's with them... they'd end up stuck there until their energy runs out or something of the like, I guess.

Sure, I'll look into it.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on February 08, 2018, 01:13:35 PM
Today I tried fixing the crashing issue that can appear on Linux and Mac when enemy pawns start fleeing. I did not succeed, but I did find a (really odd) workaround.
I tried running the game trough gdb in an attempt to get more debugging info. To my surprise, the crashing issues were completely gone when doing this.

The error that triggers the crash is:
Thread 1 "RimWorldLinux.x" received signal SIGILL, Illegal instruction. This error seems to be  thrown when a Hugslib setting is requested. I don't really have a clue why exactly this SIGILL is thrown, but i can imagine it has something to do with the Hugslib settings file being accessed while the OS doesn't allow this for some reason. So my guess is that when running the game through GDB this is somehow resolved (maybe the OS allows it because it's accessed trough gdb? I really don't have a clue, so I'm just speculating).

For anyone who wants to try this workaround but doesn't know how to run Rimworld through gdb:
In the command line go to the Rimworld main directory. cd ~/.local/share/Steam/steamapps/common/RimWorld
type gdb

now in gdb, type:
exec-file ./RimWorldLinux.x86 (you only need to do this once)
run ./start_RimWorld.sh

Please let me know if this solved the issue for you.





Title: Re: [B18][A17] RunAndGun
Post by: kubolek01 on February 09, 2018, 01:54:47 AM
Haven't seen anything around this, but if I change to a sidearm while aiming is on, game crashes. Just freezes. Drafting and turning R&G off fixes it. What the heck is this bug?
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on February 09, 2018, 08:47:58 AM
I released an update for RunAndGun (now v0.18.3.3).
-Fixed crashing issue that occurred on some Unix systems when enemy pawns start fleeing.

I finally managed to fix the notorious crashing issue! Now Unix users can safely use RunAndGun again without having to worry about crashes. Apparently there's a problem in Harmony that causes a crash when patched (implemented) virtual methods are called.  Thanks to lashtear, I now know how to get debug information to track down such crashes (the Rimworld log didn't contain any information, but using gdb to introspect Rimworld proved very useful). So if any other modders happen to get such crashes, they can contact me now so I can help them.

Please do report it when you still get crashes after the update.


Hello!

Thanks again for the work & updates to this mod. Very essential to my experience.

I think I came across a not-so-friendly issue when using this with Miscellaneous MAI mod, though...

[...]
What happens: Whenever the MAIs are loaded after auto draft into a generated caravan event map (ambush, rescue, etc.) or even selected while drafted on said map for that matter, there is absolutely no UI or context menus that appear, no matter where I click or what I press... almost as if the game becomes unresponsive, but can only get out of the predicament by double-clicking on the base pawn group and selecting a human pawn.

I've already mentioned this in Haplo's thread, but since the log & thousands of hidden ticks mentioned this mod in particular, is there any possible fix for this? It works just fine with the MAIs on the main base map, it just this small issue when caravaning with my android crew to take out bandit camps or rescue pawns becomes a slight issue, especially if there's no normal human pawn that's with them... they'd end up stuck there until their energy runs out or something of the like, I guess.

Tenshi~Akari, I couldn't reproduce the issue you reported. I formed a caravan with an MAI robot, and made sure it was ambushed. Everything seemed to work properly when I drafted the robot and selected it. Are you sure the version of RunAndGun you use is up to date?
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Tenshi~Akari on February 09, 2018, 02:50:32 PM
I had the most recent of both mods, but I will try to see if anything is different with this most recent update and let you know if I come across anything strange again.

EDIT: So far, it's working now. Nothing has changed as far as my other mods & my order, so not sure exactly what was going on in the previous version I had. I was sure it was the most up-to-date I could've gotten it before... but so far with the new R&G update, haven't come across the gizmo bug with MAI yet.  Thanks for still looking into it, though!

EDIT #2: OK, so not coming across any issues other than MAIs don't gun while they run. They'll draft just fine still, but where they should be shooting, even if it's just them and nothing's blocking their line of fire, they're stuck still doing Vanilla shooting mechanics for some reason. No error logs came up related to this so...
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Ruisuki on February 13, 2018, 04:27:33 AM
So sick bro i wanna try. But i run quite a few mods so wondering just in case of incompatibility with current mod setup how difficulty is uninstalling?
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Canute on February 13, 2018, 04:42:35 AM
Ruisuki,
mod's that don't add item to the game are normal easy to remove.

You might get an error on loading after you deactivate the mod, but that shouldn't break the safegame.
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Roolo on February 13, 2018, 06:16:26 AM
Yes indeed. It can be safely removed from saves.
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Roolo on February 13, 2018, 06:45:56 AM

EDIT #2: OK, so not coming across any issues other than MAIs don't gun while they run. They'll draft just fine still, but where they should be shooting, even if it's just them and nothing's blocking their line of fire, they're stuck still doing Vanilla shooting mechanics for some reason. No error logs came up related to this so...

Yes i'm aware of that. I'm planning to completely change the method of linking RunAndGun data to pawns, which should solve this. Right now any race with ThingClass=Pawn in the XML def gets RunAndGun capabilities, but apperently some mods don't set this property.
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Tenshi~Akari on February 16, 2018, 07:31:45 AM

EDIT #2: OK, so not coming across any issues other than MAIs don't gun while they run. They'll draft just fine still, but where they should be shooting, even if it's just them and nothing's blocking their line of fire, they're stuck still doing Vanilla shooting mechanics for some reason. No error logs came up related to this so...

Yes i'm aware of that. I'm planning to completely change the method of linking RunAndGun data to pawns, which should solve this. Right now any race with ThingClass=Pawn in the XML def gets RunAndGun capabilities, but apperently some mods don't set this property.

I see. No wonder I was having so many issues, MAIs definitely have their own ThingClass altogether. Well, looking forward to that whenever you're able to get it all settled!  ;)
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Mr_Man on February 22, 2018, 11:24:29 AM
CE just had a full release for B18 finally yesterday - still compatible?
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Roolo on February 22, 2018, 05:08:03 PM
CE just had a full release for B18 finally yesterday - still compatible?

I'd say just try it out and let us know if it is.
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Ruisuki on February 22, 2018, 08:25:30 PM
i forbid incindeary launcher from running and gunning yet the ai is still using it while fleeing
Title: Re: [B18][A17] RunAndGun - crashing issue on Unix systems fixed
Post by: Roolo on February 23, 2018, 06:56:28 AM
i forbid incindeary launcher from running and gunning yet the ai is still using it while fleeing

Ok I'll check that out. Just one question: was it only for a brief moment (like just enough time to fire one shot) or did they do it the entire time while leaving the map?

Title: Re: [B18][A17] RunAndGun
Post by: Ruisuki on February 23, 2018, 07:14:02 AM
they shot at me a few times after fleeing
Title: Re: [B18][A17] RunAndGun
Post by: Kori on February 27, 2018, 07:50:01 PM
Hey Roolo, I play with CE and when I switch the ammo of pumpguns to EMP shells, the RaG button disappears as long as this ammo is loaded.
They only do EMP damage and you also get the "hunter lacks ranged weapon" message, so I think they aren't recognized as weapons.
Could you please have a look at this? :)
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on February 28, 2018, 09:12:52 AM
Hey Roolo, I play with CE and when I switch the ammo of pumpguns to EMP shells, the RaG button disappears as long as this ammo is loaded.
They only do EMP damage and you also get the "hunter lacks ranged weapon" message, so I think they aren't recognized as weapons.
Could you please have a look at this? :)

I'll see if there's an easy way of fixing this. Currently the code that is used in vanilla to check if a pawn can hunt with is also used to check if the pawn can RunAndGun with the weapon. Since it doesn't make sense to hunt with EMP weapons, I figure the CE developers took this into account, and set the EMP loaded weapons properties so that it's not recognized as a weapon suitable for hunting. I may be hard though to detect EMP weapons without explicitly targeting CE code (which would imply a dependency, what we don't want of course), so I'll have to look into that and see what I can do.
Title: Re: [B18][A17] RunAndGun
Post by: Kori on February 28, 2018, 02:07:04 PM
Thank you, I hope it will be easy to fix. :)
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on March 16, 2018, 05:08:34 AM
Update (now v0.18.3.4):
- Fixed compatibility problem with Giddy-up! Ride and Roll.
- Updated Spanish translations.

@Kori.
I didn't have time to look into that combat extended issue yet, but know that I'll be looking at it soon.
Title: Re: [B18][A17] RunAndGun
Post by: Kori on March 16, 2018, 05:32:45 PM
@Kori.
I didn't have time to look into that combat extended issue yet, but know that I'll be looking at it soon.

No problem, thanks. :)
Title: Re: [B18][A17] RunAndGun
Post by: IWannaChaos on March 16, 2018, 09:58:38 PM
For a mod with what's basically a single feature, this adds a lot to the game. I'm surprised it wasn't made earlier. Anyways, I was thinking that pawns who are fleeing and gunning should have some kind of accuracy penalty. When they choose 'flight' their fight should have some kind of penalty.
On the other hand, this might be too similar to just disabling gunning while fleeing.
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on March 17, 2018, 01:52:09 AM
For a mod with what's basically a single feature, this adds a lot to the game. I'm surprised it wasn't made earlier. Anyways, I was thinking that pawns who are fleeing and gunning should have some kind of accuracy penalty. When they choose 'flight' their fight should have some kind of penalty.
On the other hand, this might be too similar to just disabling gunning while fleeing.

As can be read in the description, there's already an accuracy penalty implemented aswell as a movement  penalty.
You even adjust it in the mod settings.
Title: Re: [B18][A17] RunAndGun
Post by: temple_wing on April 04, 2018, 05:10:13 AM
I don't know this should be posted here or giddy-up thread, just decided to put it here.

What about allow high animal skill to reduce runAndGun penaly when mounted.

I think mounted runAndGun is the real test for your animal skill.
Title: Re: [B18][A17] RunAndGun
Post by: Jernfalk on April 04, 2018, 11:12:31 AM
I don't know this should be posted here or giddy-up thread, just decided to put it here.

What about allow high animal skill to reduce runAndGun penaly when mounted.

I think mounted runAndGun is the real test for your animal skill.

This does sound like a great idea. Maybe done via a patch between the mods?
Title: Re: [B18][A17] RunAndGun
Post by: Roolo on April 04, 2018, 11:38:54 AM
I don't know this should be posted here or giddy-up thread, just decided to put it here.

What about allow high animal skill to reduce runAndGun penaly when mounted.

I think mounted runAndGun is the real test for your animal skill.

This does sound like a great idea. Maybe done via a patch between the mods?

I also like the idea. There's only one downside, namely that the impact is pretty small (most people won't notice anything), while the effort to implement it is relatively big because I would have to make a patch like Jernfalk mentions, and cannot change it directly because that would create a dependency between RunAndGun and Giddy-up. So I might look into it in the future, but other things will have my priority first.
Title: Re: [B18][1.0 - experimental] RunAndGun
Post by: Roolo on June 20, 2018, 02:54:04 PM
Update:

I just released a version of RunAndGun that supports Rimworld v1.0. You can find it on the releases section on GitHub: https://github.com/rheirman/RunAndGun/releases

Please report any bugs and enjoy :)
Title: Re: [B18][1.0 - experimental] RunAndGun
Post by: Galvenox on July 13, 2018, 03:09:30 PM
hey, with the newest patch for unstable RunAndGun won't let anyone attack anything, at least that's how it's working for me. can anyone else confirm that? and possibly fix it?
Title: Re: [B18][1.0 - experimental] RunAndGun
Post by: Roolo on July 13, 2018, 05:16:31 PM
hey, with the newest patch for unstable RunAndGun won't let anyone attack anything, at least that's how it's working for me. can anyone else confirm that? and possibly fix it?

Some code patched by RunAndGun likely changed, can happen with an unstable build. I can probably take a look at it and fix it tomorrow.
Title: Re: [B18][1.0 - unstable] RunAndGun
Post by: Roolo on July 14, 2018, 08:11:59 AM
Small but important update:

RunAndGun 1.0.1:
- Fixed weapons not firing anymore after one of the last unstable builds.

Some code patched by RunAndGun was changed in the Rimworld assembly, completely breaking it. It's now fixed.

hey, with the newest patch for unstable RunAndGun won't let anyone attack anything, at least that's how it's working for me. can anyone else confirm that? and possibly fix it?

If you intall the latest version I just uploaded, your issue should be fixed. Thanks for reporting it.
Title: Re: [B18][1.0 - unstable] RunAndGun
Post by: Galvenox on July 14, 2018, 08:18:06 AM
thanks a lot!
Title: Re: [B18][1.0 - unstable] RunAndGun
Post by: Roolo on July 27, 2018, 09:30:50 AM
The latest unstable build broke the mod again. I just release an update.

RunAndGun -> 1.0.2.
- fixed 1.0 unstable new build breaking the mod
Title: Re: [B19] RunAndGun
Post by: Roolo on September 22, 2018, 04:59:19 AM
Update:

RunAndGun-> v1.0.4
- Implemented optimisation that should reduce the impact RunAndGun has on performance by a factor of 10.


This should especially make a difference for people that use mods that add complexity to targeting like avoid friendly fire, and at the same time play with a lot of colonists.
Title: Re: [B19] RunAndGun
Post by: Ruisuki on October 11, 2018, 07:18:29 AM
must have mod
Title: Re: [1.0] RunAndGun
Post by: Roolo on October 18, 2018, 05:20:11 AM
Update:
RunAndGun -> v1.1.0
- Updated for Rimworld 1.0
Title: Re: [1.0] RunAndGun
Post by: zizard on October 31, 2018, 05:35:49 PM
I found that issuing a new move command resets the warmup. This seems bad.
Title: Re: [1.0] RunAndGun
Post by: Madman666 on November 01, 2018, 04:30:44 AM
There always should be a downside. You will need to see where your next waypoint is and that'll drop your concentration on the target. Should leave it that way.
Title: Re: [1.0] RunAndGun
Post by: Roolo on November 01, 2018, 04:45:16 AM
There always should be a downside. You will need to see where your next waypoint is and that'll drop your concentration on the target. Should leave it that way.

I agree. I admit it initially wasn't intended, but when I thought about it, it actually made sense for exactly the reason Madman pointed out, so I kept it in.
Title: Re: [1.0] RunAndGun
Post by: Roolo on January 18, 2019, 08:13:17 AM
Update:

v1.1.1
- Compatibility with Dual Wield mod + better compatibility in general.
Title: Re: [1.0] RunAndGun
Post by: Roolo on January 19, 2019, 03:30:37 AM
Update:
v1.1.2
- Fixed non-weapon cooldown being broken by the previous update. (which made it possible that colonists beat out fire instantly, or raiders instantly destroying buildings).

The problem was negated if you have the new Dual Wield mod installed, that's why I missed it in the first place. This update is a must-have if you're running the previous version without Dual Wield. Sorry for the inconvenience!
Title: Re: [1.0] RunAndGun
Post by: Operative85 on January 20, 2019, 06:36:49 AM
No wonder an arctic fox gnawed through my Marine Armored colonist in less than a second. Thank you!
Title: Re: [1.0] RunAndGun
Post by: Roolo on February 03, 2019, 03:41:36 PM
Update:
v1.1.3
- Added modextension that allows other mods to set defaults for forbidden weapons.
- Added dialog for automatically setting the right default settings for Combat Extended.


This update is mainly intended for better Combat Extended compatibility. If you install it while having CE installed, you'll be asked to let CE set the right defaults for RunAndGun. Allowing this will give you the best experience.
Title: Re: [1.0] RunAndGun
Post by: Planetfall on February 03, 2019, 05:04:30 PM
Hi. love this mod to bits. I was just skimming this thread and noticed something. Now that seek and destroy is out, shouldn't you cross out "run with melee weapons" on the Upcoming Features list?
Title: Re: [1.0] RunAndGun
Post by: Roolo on February 04, 2019, 05:46:41 AM
Hi. love this mod to bits. I was just skimming this thread and noticed something. Now that seek and destroy is out, shouldn't you cross out "run with melee weapons" on the Upcoming Features list?

Hi there. Thanks! Actually, no. What I meant by that is that you can move your pawns while they're performing melee actions. Right now, they'll automatically stop walking when they do (even with Search and Destroy). But, in hindsight, I doubt I'll ever implement that feature. It might get a little strange, and I don't think the AI will make good use of it. Also, a few alphas back, there was this mechanic added that people get "locked" in melee, lowering the need of a "run and melee" feature. Moreover, no one ever requested this feature, so I don't think there's a high interest in the community for it.
Title: Re: [1.0] RunAndGun
Post by: Planetfall on February 05, 2019, 11:03:17 PM
Ah, that makes more sence now thanks
Title: Re: [1.0] RunAndGun
Post by: minakurafto on February 07, 2019, 12:24:24 AM
using some weapon mod will generate lots of "didn't find any modExt for def: " until the log will it stop writing in the console.
this "text" always appear at the last,right? so that it wont obstruct any red error message when checking mod error
Title: Re: [1.0] RunAndGun
Post by: Roolo on February 07, 2019, 04:10:29 AM
using some weapon mod will generate lots of "didn't find any modExt for def: " until the log will it stop writing in the console.
this "text" always appear at the last,right? so that it wont obstruct any red error message when checking mod error

I think it only shows those messages when you start up the game. Note that you can just click "clear log" if your log is filled up.
However, I think I'll remove that logging now. It was added so that I could more easily find issues in player logs, but it's spamming too much and I don't think there are any issues with this, so I'll remove this in the next update.
Title: Re: [1.0] RunAndGun
Post by: Jiro on March 14, 2019, 01:41:41 PM
I think it only shows those messages when you start up the game. Note that you can just click "clear log" if your log is filled up.
However, I think I'll remove that logging now. It was added so that I could more easily find issues in player logs, but it's spamming too much and I don't think there are any issues with this, so I'll remove this in the next update.
Hi Roolo, I think it could still be an issue. I get my whole log filled up with "didn't find any modExt" messages on start-up. I also get infinite red System.InvalidCastException errors when a pawn attempts to use some weapons but I don't know if that's a problem to do with this mod.
Title: Re: [1.0] RunAndGun
Post by: Roolo on March 17, 2019, 12:15:34 PM
Update:
v1.1.4
- Removed log messages.
- Minor text change.


Hi Roolo, I think it could still be an issue. I get my whole log filled up with "didn't find any modExt" messages on start-up. I also get infinite red System.InvalidCastException errors when a pawn attempts to use some weapons but I don't know if that's a problem to do with this mod.

Sorry for that, I resolved the log spam in the version i just released. I don't think the System.InvalidCastException have anything to do with RunAndGun, as if it had, I'd expect it to be reported much more earlier. But feel free to upload your log using ctrl+f12 if you want me to take a look at it.
Title: Re: [1.0] RunAndGun
Post by: Roolo on April 20, 2019, 08:04:20 AM
Update:
v1.1.5
- Fixed: pawns with melee weapons with Run and Gun enabled getting locked into melee, making it impossible to flee a melee battle.
- Run and Gun now also works for non-lethal weapons like EMP grenades.
Title: Re: [1.0] RunAndGun
Post by: account13123 on May 16, 2019, 11:41:14 AM
Minor suggestion: in mod settings, differentiate weapons set as forbidden in "Set heavy/light..." dialog.
Title: Re: [1.0] RunAndGun
Post by: Retry_02Hide on June 26, 2019, 12:05:09 AM
Hello Roolo, is it possible to have an option to forbid mechanoids run and gun? Or let the mechanoids' weapons a part of forbidden list. Because the mechanoids in CE are quite horrible and have a big chance to one shot colonist. I don't want to see the centipes equipped with inferno cannon or charge blaster run into me while shooting, it would be tragic!
Title: Re: [1.0] RunAndGun
Post by: ManHuntingSquirrel on July 08, 2019, 03:19:53 PM
I have a problem, when i try to activate the mod it says it's for version "unknown", this happens with several mods. What can i do?
Title: Re: [1.0] RunAndGun
Post by: bullet on July 09, 2019, 03:51:31 PM
I have a problem, when i try to activate the mod it says it's for version "unknown", this happens with several mods. What can i do?
Seems like some mods putted in the additional outside folder with the same names. You need to get rid of these folders. If you opened mod folder and saw another folder with the almost same name instead of Classic mod-folders set (like about, textures etc.) - fix that  ;)
Title: Re: [1.1] RunAndGun
Post by: Roolo on February 28, 2020, 02:48:06 PM
Update:
v2.0.0
- Compatibility with Rimworld 1.1
This version works for both Rimworld 1.0 and 1.1.
Credits go to Ogliss for this update.
Title: Re: [1.1] RunAndGun
Post by: phuhque on February 28, 2020, 07:45:21 PM
Update:
v2.0.0
- Compatibility with Rimworld 1.1
This version works for both Rimworld 1.0 and 1.1.
Credits go to Ogliss for this update.

Do you have a non-steam download option?  I got Rimworld direct form Ludeon.  They get more money that way.
Title: Re: [1.1] RunAndGun
Post by: TwistedMinds on February 28, 2020, 08:16:38 PM
Do you have a non-steam download option?  I got Rimworld direct form Ludeon.  They get more money that way.

There should be a link to his github, on the first post. [Yup (https://github.com/rheirman/RunAndGun/releases)]
Title: Re: [1.1] RunAndGun
Post by: hoichiu1000 on February 29, 2020, 12:19:33 AM
Your mod incompatibility with Stack XXL mod in Rimworld 1.1, no matter where i place them - that two mods cant work together. (Sorry for bad English).
Title: Re: [1.1] RunAndGun
Post by: Simstu on March 03, 2020, 12:24:11 AM
Hello there! Found some bug/incompatibility.
When using Run and Gun (and Giddy-Up) with Vanilla Weapons Expanded Quickdraw (https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517) my pawn always stops to fire that 3 round burst from that Glock-like gun. Can I fix it somehow?
Title: Re: [1.1] RunAndGun
Post by: SpaceDorf on March 03, 2020, 01:13:16 PM
That bug has allready existed in [1.0] and is caused by the near zero or zero aiming time of the Quickdraw Weapons.
You could fix that by increasing the aiming time of the Quickdraw Weapons.
Title: Re: [1.1] RunAndGun
Post by: Simstu on March 10, 2020, 03:20:43 PM
Did exactly that. Just didn't have time to post here. Works, thanks.  ;)