A few weapon questions for a new modder.

Started by Jknight3135, July 08, 2014, 01:58:56 PM

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Jknight3135

So I've recently started modding Rimworld and have noticed a few strange things, or at least things that confused me.

I've been mainly messing around and making new weapons for the game based on  a lot of the stuff from the project armory guys. So just a few questions that perhaps a more experienced modder can answer.

1) What (if anything) affects a weapons rarity, appearing in traders or with raiders, I've noticed the "Tech Level" designation but I'm not sure if that's it.

2) Is it possible to apply the new accuracy system to an explosive weapon? This may stem from me basing the weapon on the coding for grenades rather than a regular weapon, but in making a rocket launcher the only way I've found to affect the accuracy is with the "Forced miss radius".

3) Does the damage indication for an explosive projectile mean anything? I can see that the in-game mortar has  a damage base of 50 but all explosive weapons regardless of having this line of code or not, seem to do the same amount of damage, simply because it's an explosive weapon.

I'd appreciate any and all help.

mrofa

1. Tech lvl is to specify who can use what, so that you dont see  tribals with miniguns, or pirates with bows, becouse they are
bound to thier tech only. From what i seen rarity is based on weapon price.
2. Yes but only via .dll
3. 50 dmg is a direct hit of the projectile, if pawn get hit by it directly he will get 50 dmg + explosion damage, explosion damage is around 20 i think and its coded aswell. Explosion damage is created when bullet hits its target.
All i do is clutter all around.

Jknight3135