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Author Topic: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)  (Read 584829 times)

Commander Beanbag

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #735 on: May 21, 2018, 11:38:21 PM »

Hi, I've got some weird stuff happening with melee weapons. Weapons that do sharp damage ignore all armor, no matter the weapon's quality or material, nor the armor's stats. Weapons dealing blunt damage seem to behave normally. Mod list is Core, CE, CE Guns, all latest versions from Github. I wanted to check if anyone else has this issue before posting it on Github.
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Kori

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #736 on: May 22, 2018, 11:27:06 PM »

red error:

Code: [Select]
CE :: Race Ibex has multiple ToolCE with linkedBodyPartsGroup=HeadAttackTool which can not be distunguished between. Consider using different linkedBodyPartsGroups. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Ibex113551, angle=0.0)]
 

related to

Code: [Select]
<li Class="CombatExtended.ToolCE">
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>3</power>
<cooldownTime>1.65</cooldownTime>
<restrictedGender>Female</restrictedGender>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<commonality>0.2</commonality>
<armorPenetration>0.064</armorPenetration>
</li>
<li Class="CombatExtended.ToolCE">
<label>antlers</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>15</power>
<cooldownTime>1.65</cooldownTime>
<restrictedGender>Male</restrictedGender>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<armorPenetration>0.155</armorPenetration>
</li>
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bartekkru100

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #737 on: May 24, 2018, 07:03:46 AM »

Hey, what's the difference between different types of charge ammo?
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Man_Jones

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #738 on: May 26, 2018, 11:56:56 PM »

Hey, what's the difference between different types of charge ammo?
Good thing I looked before assuming.
You have for your regular Charge rifle the standard rounds which is standard, the conc. rounds are actually armor piercing and comes with a small explosion(originally I thought by conc it meant concussion and that it was a less than lethal ammo) and then ion of which well take your guess.
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bartekkru100

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #739 on: May 27, 2018, 04:37:06 PM »

Hey, what's the difference between different types of charge ammo?
Good thing I looked before assuming.
You have for your regular Charge rifle the standard rounds which is standard, the conc. rounds are actually armor piercing and comes with a small explosion(originally I thought by conc it meant concussion and that it was a less than lethal ammo) and then ion of which well take your guess.
Thanks man!
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Lurmey

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #740 on: May 28, 2018, 01:55:29 PM »

Seems the issue with loudouts and animal tamers is still here... My tamers are currently using specific loudouts which allow them to carry any raw food in their inventory but I recently started farming hay for pack animals and for some reason, my tamers now try and carry way too much of it and get stuck in the same old loop that they used to. They don't do this with normal food like corn, meat or kibble, despite all of them having the same nutritional value of 0.05.
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NoImageAvailable

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #741 on: May 28, 2018, 06:00:00 PM »

Seems the issue with loudouts and animal tamers is still here... My tamers are currently using specific loudouts which allow them to carry any raw food in their inventory but I recently started farming hay for pack animals and for some reason, my tamers now try and carry way too much of it and get stuck in the same old loop that they used to. They don't do this with normal food like corn, meat or kibble, despite all of them having the same nutritional value of 0.05.

It's a conflict with Smarter Food Selection (vanilla tamers don't use hay)
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bartekkru100

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #742 on: May 29, 2018, 05:14:12 AM »

I don't know if someone else has pointed it out before, butwhen colonists shoot from behind high cover (walls, rock, doors) they often just shoot the tile directly in front of them. Can you fix it? Maybe disable bullet collisions for the tile from behind which pawns shoot?
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BattleSausage

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #743 on: May 29, 2018, 07:55:12 AM »

Recently started using the mod and really liking it. Have a few questions: In the "shooting info" on the colonist the only stat I can find is weapon handling that says it covers how well a pawn deals with recoil, but no accuracy stat. Is weapon handling recoilcontrol & accuracy? If it is accuracy why is the only healthfactor manipulation and not sight? If it isnt accuracy where can I find that stat? 

Secondly: can I find a list of the damage/penetration of various ammo types? I've had to test my way trough to find out if certain calibers hurt mechs/Thrumbos. And the damage differance between HP/AP/FMJ rounds.

Thanks again for the mod, really liking it. Noticed that embrasures trivliaize manhunters that just run around confused and under fire, might wanna change animal AI so if the get shot from embrasures they attack that embrasure? Will make Megafauna manhunters actually dangerous instead of food4lead delivery.
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NoImageAvailable

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #744 on: May 29, 2018, 09:01:27 AM »

Recently started using the mod and really liking it. Have a few questions: In the "shooting info" on the colonist the only stat I can find is weapon handling that says it covers how well a pawn deals with recoil, but no accuracy stat. Is weapon handling recoilcontrol & accuracy? If it is accuracy why is the only healthfactor manipulation and not sight? If it isnt accuracy where can I find that stat? 

Secondly: can I find a list of the damage/penetration of various ammo types? I've had to test my way trough to find out if certain calibers hurt mechs/Thrumbos. And the damage differance between HP/AP/FMJ rounds.

Thanks again for the mod, really liking it. Noticed that embrasures trivliaize manhunters that just run around confused and under fire, might wanna change animal AI so if the get shot from embrasures they attack that embrasure? Will make Megafauna manhunters actually dangerous instead of food4lead delivery.

The stat you're looking for is aiming accuracy. Ammo stats are listed in the info menu of the weapon, under caliber.
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BattleSausage

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #745 on: May 29, 2018, 10:49:08 AM »

Thanks for the quick response, where do I find that info? This is what I get when I press the i for info on colonists and their guns. Had to crop the screenshots a littlebit due to filesize limits.

Edit:
Nevermind I found the issue myself. The mod "Make it harder faster stronger" that modifies the quality modifiers of weapon stats was causing the issue. Seems to work fine now. Wonder what effekt this will have ingame.
« Last Edit: May 29, 2018, 10:53:36 AM by BattleSausage »
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9517888

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #746 on: May 30, 2018, 04:05:49 AM »

Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?
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Alistaire

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #747 on: May 30, 2018, 10:50:12 AM »

Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

it's a vanilla issue
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Jagerius

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #748 on: June 04, 2018, 06:02:06 AM »

I've made a few weapons (Beretta 92FS, Rheinmetall MG3, HK G36, FN P90, Kar 98k) for the mod that I'm using in my own games.

I simply added them to the CE Guns submod. Really easy to do. Just create a new entry (copy from existing gun then modify) in the Weapons_CE_Guns file then create the textures and throw them in the texture folder. To create the texture just find an image of the gun you want, scale it down then create a black 1 pixel border around it (in photoshop this is done with a black glow under layer blending).

Here's the textures that I've made

Beretta 92FS


G36


P90


K98k


MG3 uses the MG60 texture.

And the code I use (make sure to name the textures properly corresponding to the code if you're going to use this)

Code: [Select]
     <!-- ==================== G36 ==================== -->
 
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_GThirtySix</defName>
    <label>G36</label>
    <description>Ancient military assault rifle.</description>
    <graphicData>
      <texPath>Things/Weapons/G36</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>28000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.07</ShotSpread>
      <SwayFactor>1.28</SwayFactor>
      <Bulk>7.00</Bulk>
      <Mass>3.50</Mass>
      <RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>50</Steel>
      <Component>5</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.27</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_556x45mmNATO_FMJ</defaultProjectile>
        <burstShotCount>6</burstShotCount>
        <ticksBetweenBurstShots>5</ticksBetweenBurstShots>
        <warmupTime>1.1</warmupTime>
        <range>50</range>
        <soundCast>ShotAssaultRifle</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>30</magazineSize>
        <reloadTime>3.5</reloadTime>
        <ammoSet>AmmoSet_556x45mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>TRUE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== MG3 machine gun ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_MGThree</defName>
    <label>MG3</label>
    <description>A belt-fed general-purpose machine gun. Lots of firepower but heavy and cumbersome to carry around. Commonly nicknamed "The Pig".</description>
    <graphicData>
      <texPath>Things/Weapons/M60</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>40500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.08</ShotSpread>
      <SwayFactor>1.51</SwayFactor>
      <Bulk>11.05</Bulk>
      <Mass>10.50</Mass>
      <RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>85</Steel>
      <Component>6</Component>
      <Chemfuel>15</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.3</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
        <warmupTime>1.0</warmupTime>
        <range>75</range>
        <ticksBetweenBurstShots>3</ticksBetweenBurstShots>
        <burstShotCount>15</burstShotCount>
        <soundCast>ShotMinigun</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
        <recoilPattern>Mounted</recoilPattern>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>150</magazineSize>
        <reloadTime>9.0</reloadTime>
        <ammoSet>AmmoSet_762x51mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>SuppressFire</aiAimMode>
        <aimedBurstShotCount>5</aimedBurstShotCount>
      </li>
    </comps>
    <weaponTags>
      <li>CE_MachineGun</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== 92 ==================== -->
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_B92FS</defName>
    <label>Beretta 92FS</label>
    <description>Ancient pistol design. Used to be popular with police forces due to its compact size.</description>
    <graphicData>
      <texPath>Things/Weapons/FS92</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractAutopistol</soundInteract>
    <statBases>
      <WorkToMake>7000</WorkToMake>
      <SightsEfficiency>0.7</SightsEfficiency>
      <ShotSpread>0.15</ShotSpread>
      <SwayFactor>0.87</SwayFactor>
      <Bulk>1.9</Bulk>
      <Mass>1.1</Mass>
      <RangedWeapon_Cooldown>0.38</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>25</Steel>
      <Component>3</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
        <warmupTime>0.6</warmupTime>
        <range>15</range>
        <soundCast>ShotAutopistol</soundCast>
        <soundCastTail>GunTail_Light</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>17</magazineSize>
        <reloadTime>3</reloadTime>
        <ammoSet>AmmoSet_9x19mmPara</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes" />
    </comps>
    <recipeMaker>
      <researchPrerequisite>BlowbackOperation</researchPrerequisite>
    </recipeMaker>
    <weaponTags>
      <li>CE_Sidearm</li>
      <li>CE_OneHandedWeapon</li>
    </weaponTags>
    <tools>
      <li Class="CombatExtended.ToolCE">
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <commonality>1.5</commonality>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Grip</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
        <label>muzzle</label>
        <capacities>
          <li>Poke</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.075</armorPenetration>
        <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
      </li>
    </tools>
  </ThingDef>
 
 
   <!-- ==================== P90 ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Pninety</defName>
    <label>P90</label>
    <description>A uniquely shaped, lightweight carbine designed for close-quarters fighting.</description>
    <graphicData>
      <texPath>Things/Weapons/P90</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>15500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.05</ShotSpread>
      <SwayFactor>0.70</SwayFactor>
      <Bulk>2.50</Bulk>
      <Mass>2.70</Mass>
      <RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>30</Steel>
      <Component>5</Component>
      <Chemfuel>10</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>0.84</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_FN57x28mm_AP</defaultProjectile>
        <burstShotCount>8</burstShotCount>
        <ticksBetweenBurstShots>4</ticksBetweenBurstShots>
        <warmupTime>0.6</warmupTime>
        <range>38</range>
        <soundCast>ShotHeavySMG</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>50</magazineSize>
        <reloadTime>6</reloadTime>
        <ammoSet>AmmoSet_FN57x28mm</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
   <!-- ==================== Kar 98K ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>kar98k</defName>
    <label>Kar 98K</label>
    <description>Ancient bolt-action rifle with a full rifle 8mm round.</description>
    <graphicData>
      <texPath>Things/Weapons/k98</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>12000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.02</ShotSpread>
      <SwayFactor>1.64</SwayFactor>
      <Bulk>10.10</Bulk>
      <Mass>4.10</Mass>
      <RangedWeapon_Cooldown>1.10</RangedWeapon_Cooldown>
    </statBases>
    <costList>
    <Steel>55</Steel>
    <WoodLog>15</WoodLog>
    <Component>1</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_792x51mmMauser_FMJ</defaultProjectile>
        <warmupTime>1.4</warmupTime>
        <range>60</range>
        <soundCast>ShotSniperRifle</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>5</magazineSize>
        <reloadTime>4</reloadTime>
        <ammoSet>AmmoSet_792x51mmMauser</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
      </li>
    </comps>
    <weaponTags>
      <li>CE_AI_Rifle</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>Gunsmithing</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>

EDIT: Also, note that rate of fire is determined by ticksBetweenBurstShots variable and is logarithmic in scaling. Example of input and rounds per minute displayed in the game.

Example table:
1  3600
2  1800
3  1200
4  900
5  720
6  600
7  514
8  450
9  400

For the MG3 I use 3, which gives me 1200 RPM while for the G36 I use 5 which gives me 720 RPM.

Great write-up! Managed to add AA-12 into the submod, but would like to add a corresponding sound effect when firing - is it possible?
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Lurmey

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #749 on: June 04, 2018, 09:17:03 AM »

Any chance of allowing firefoam grenades to be used by colonists who are incapable of violence? I mean, they're a firefighting tool, not a weapon! (Had a similar problem with teetotalers hating Vegetable Garden's antibiotics back in A17.)
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