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Messages - Alistaire

#331
Height is calculated every time the bullet could hit something. If the height is above bodySize, fillPercentage or bodySize+fillPercentage it won't
hit, otherwise it will.

Humans are 1.0 bodySize so a shooter will aim in about the middle to get the highest chance to hit. If the pawn is behind cover that cover height
is subtracted from bodySize for the further calculations so a pawn standing behind 0.7 cover shows only 0.3 of his height, making it harder for
unexperienced shooters to hit them.

When your pawn is downed their bodySize changes to 0.5 which makes them completely impossible to hit behind 0.7 cover, and otherwise
they're less likely to be hit (due to random shot variation and recoil, shooter skill etc). All in all it's a good thing to stand behind cover.
#332
Releases / Re: [A12d] [Poll] Rimfire (v1.7 / 22.08.2015)
September 03, 2015, 02:04:24 AM
As always, NoImageAvailable will provide their own Rimfire compatibility patch. I'm not sure when it comes out, but when
it does it'll be up on all usual download locations. Oh my!
#333
Mods / Re: What about a compare weapons mod?
September 03, 2015, 02:01:30 AM
In Developer Mode the "debug logging menu" contains a button which shows you all weapons and their stats including DPS calculations based
on all weapon Defs added through the core and through mods. You could see if that's enough.
#334
Ideas / Re: Room sizes
August 30, 2015, 03:18:40 PM
It's possible to remove those factors from the C# room stat worker classes.
#335
Ideas / Re: Your Cheapest Ideas
August 26, 2015, 06:21:09 PM
Please fix baseBodySize:

Deer: 1.9
Human: 1.0 (alright so humans are bodySize 1)
Alpaca: 1.0 (.. and so are the clearly larger alpacas)
Warg: 1.0 (.. and so are the clearly smaller wargs)
Husky: 1.0 (.. and so are DOGS?)
LabradorRetriever: 1.0 (.. WHAT THE HELL?)
Pig: 0.8
WildBoar: 0.7
Monkey: 0.35
BoomRat: 0.2 (yea sure 5 squirrels fit in a human)
MegaScarab: 0.2 ("its size and hard shell make it dangerous when it attacks")
#336
For anyone wondering whether the mod will work for A12b.. ..it does!

I haven't recompiled the AntiMateriel.dll because I can't be asked to upload a new version of Rimfire when that still works. What
did change in A12b is the following:

- Assault rifle has a 0.03 sec higher cooldown;
- Charge rifle does 1 more damage;
- I believe there's another one of these things, so minor even I forgot it.

So you see there's really no use in a Rimfire v1.8, things still work!
#337
That gun would look and mechanically work exactly like an M4A1, so I'd rather just add an M4A1 then.

EDIT: Come to think of it, the base game Assault Rifle is already very similar to that.
#338
Yup it should work with A12 - the weapon code hasn't changed A11-A12.
#339
Ideas / Re: A few ideas...
August 23, 2015, 07:36:38 AM
TV already exists FYI.
#340
Ideas / Re: Legal system?
August 23, 2015, 07:36:09 AM
Currently very few things track ownership. Three exactly; beds, rooms and graves. Colonists would have to call dibs on stuff in their room or something to make this mechanic work, and I'm not sure if colonists leave stuff hanging around in their room anyways, but of course it's all relatively possible.
#341
Ideas / Re: NEW COLONIST SPECIES
August 22, 2015, 06:53:04 PM
The lore clearly states alien life DOESN'T EXIST. Earth is the only planet with LIFE on it. Humans took life to OTHER PLANETS. They weren't NATIVELY THERE.
#342
Suggestion from a convo in the RimWorldMod chat;

[00:12] cb-elite: I like to give some of the weapons in my mod 2 verbs.
[00:12] cb-elite: For example: one melee verb and one shoot verb
[00:13] cb-elite: Just was thinking that it would be nice to be able to quickly decide which to use when playing
[00:14] alistaire: don't think it works?
[00:14] cb-elite: Oh it does
[00:15] cb-elite: A weapon with a melee and a shoot verb will perform both functions at their respective ranges
[00:15] cb-elite: I just have to right-click "melee" if I want to use the weapon to melee right now :confused:
[00:16] z0mbie: something like a minigun or a pistol wouldn't do melee but a shotgun or rifle would

Because CombatRealism is the goto mod for incompatibility would you consider adding this with the A12 release?

EDIT: Further convo:

[00:19] cb-elite: <verbs>
     <li>
       <verbClass>Verb_Shoot</verbClass>
       <hasStandardCommand>true</hasStandardCommand>
       <projectileDef>Bullet_BruteShot</projectileDef>
        <forcedMissRadius>4</forcedMissRadius>
       <warmupTicks>200</warmupTicks>
       <range>30</range>
       <burstShotCount>3</burstShotCount>
       <ticksBetweenBurstShots>20</ticksBetweenBurstShots>
       <soundCast>BruteShotFire</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
     </li>
      <li>
       <verbClass>Verb_MeleeAttack</verbClass>
       <meleeDamageBaseAmount>25</meleeDamageBaseAmount>
       <meleeDamageDef>Cut</meleeDamageDef>
     </li>
   </verbs>
[00:20] alistaire: Jesus that works?
[00:20] z0mbie: ah yeah, just add two tags
[00:20] cb-elite: Weapon need balancing, but it works
[00:20] z0mbie: wow that's funny
[00:20] alistaire: That's so awesome
[00:20] cb-elite: It's literally that simple lol
#343
You can apply those changes yourself, if you'd like:

- RimWorld906Win\Mods\Rimfire\Defs\ThingDefs\Weapons_Guns.xml
- Scroll to the bottom of the file
- Change <verbs><li><warmupTicks>, <statBases><RangedWeapon_Cooldown>
- Add <verbs><li><burstShotcount>, <verbs><li><ticksBetweenBurstShots>
- Go one def up to see the projectile of the weapon, change <projectile><speed>

The description is completely accurate though. Compare its stats with:

- RimWorld906Win\Mods\Core\Defs\ThingDefs
- Ctrl+F search GrenadeFrag

And you can see the launcher is superior to normal frag grenades in most aspects except for the warmupTicks (to simulate having to aim a
high weight weapon).

I love adding fragmentation to the launcher, but the mod relies on CombatRealism to do that. I really like how CombatRealism does it and
I won't add my own fragmentation effects for that reason. It's gonna get an update for A12 I read, so expect that soon.

Sorry if I won't edit the stats right now, but same as with the Carbines I'd rather get some concrete stats rather than speculations - you
might want to playtest your suggestions first.
#344
Ideas / Re: Temperature switch off ?
August 22, 2015, 02:30:52 PM
That is a lot of work and it won't be compatible with ANY mod.
#345
Ideas / Re: Your Cheapest Ideas
August 22, 2015, 02:25:20 PM
Make it so CompFacility can also choose which buildings IT can attach to so you don't have to rewrite each building just to add a single facility.

EDIT: I'm not sure if this is already possible, but it seems to be!

EDIT 2: It's possible according to the code, AND the code doesn't discriminate! You can totally build a Facility close to a potato to buff its Beauty! Oh boy!