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Author Topic: [MOD] (Alpha 9) Target Practise (v.2.01)  (Read 82225 times)

mrofa

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #15 on: March 14, 2014, 03:51:53 PM »

Depends on a play style, my bases are mostly close with few defesive position sets, so no evil squirrels get in, thus i find the range extremly usfull for thous lazy ass colonists :D
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JinxWolf

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #16 on: March 25, 2014, 07:38:00 PM »

Love the mod, any chance of a "PunchBag" to train melee? :P

This^.
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OmegaConstruct

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #17 on: March 25, 2014, 08:06:22 PM »

I third the suggestion to add a punching bag. Building a training facility would be awesome.
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Hancake

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #18 on: March 26, 2014, 05:00:34 AM »

Practise and practice are both pronounced the same here in the UK!

I think the fact is indestructible is pretty much the point of the mod. Rock walls are destructible, you could just fire at walls rather than use the target, since there'd be no difference then if the target could be destroyed.
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ItchyFlea

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #19 on: March 26, 2014, 06:25:50 AM »

A melee training dummy will require a .dll.
I'll look into it, but I can't make any promises, as I have yet to learn how to make involved .dll's, and this will most likely be involved. :-\
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Darker

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #20 on: March 26, 2014, 09:51:22 AM »

How did you make the target's targeteable by gun?
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ItchyFlea

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Re: [MOD] (Alpha 2) Target Practise (v.1.0)
« Reply #21 on: March 26, 2014, 04:38:00 PM »

I didn't do anything special for that to be the case. I suspect it has to do with them using the Building thingClass.
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ItchyFlea

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Re: [MOD] (Alpha 3) Target Practise (v.1.0)
« Reply #22 on: April 11, 2014, 12:59:01 AM »

With mod works as-is with Alpha 3. Feel free to simply copy it from the old version of RimWorld to the new one.
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slauenbach

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Re: [MOD] (Alpha 3) Target Practise (v.1.0)
« Reply #23 on: April 25, 2014, 04:39:18 AM »

I have installed the mod for alpha 3 and when i recruit a colonist and try and right click on the target it just make him walk beside it instead of showing me the option of practise shooting. Pls help!!!
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slauenbach

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Re: [MOD] (Alpha 3) Target Practise (v.1.0)
« Reply #24 on: April 25, 2014, 04:51:00 AM »

I have installed the mod for alpha 3 and when i recruit a colonist and try and right click on the target it just make him walk beside it instead of showing me the option of practice shooting. Please help me!!!
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Sicken

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Re: [MOD] (Alpha 3) Target Practise (v.1.0)
« Reply #25 on: April 25, 2014, 05:02:33 AM »

I have installed the mod for alpha 3 and when i recruit a colonist and try and right click on the target it just make him walk beside it instead of showing me the option of practice shooting. Please help me!!!

what you need to do is recruit a colonist then either click the gun icon then target the target or press f then target the target. if you are out of range you'll need to move closer
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ItchyFlea

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Re: [MOD] (Alpha 4) Target Practise (v.1.1)
« Reply #26 on: June 01, 2014, 08:09:52 PM »

Updated to work with Alpha 4.

Notable change: Moved it from the furniture tab to the security tab.
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AlyxMS

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Re: [MOD] (Alpha 4) Target Practise (v.1.1)
« Reply #27 on: June 02, 2014, 02:27:20 AM »

Nice. Finally my colonists can stop chasing squirrels all day to compensate the skill decay and practise at home.
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JKTD1919

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Re: [MOD] (Alpha 4) Target Practise (v.1.1)
« Reply #28 on: June 08, 2014, 11:16:17 PM »

Is it compatible with 4F?
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ItchyFlea

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Re: [MOD] (Alpha 4) Target Practise (v.1.1)
« Reply #29 on: June 08, 2014, 11:45:22 PM »

Is it compatible with 4F?
Yes. Changed OP to reflect this.
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