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Author Topic: [Mod Request] Chimera Weaponry  (Read 786 times)

Halinder

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[Mod Request] Chimera Weaponry
« on: November 24, 2014, 12:58:46 AM »

In a universe such as Rimworld, energy weapons are cool and all, but there's one thing missing -- fire selectors. I'm not talking about safety, single-shot, and burst fire. I'm talking a weapon that can be interfaced with in the right click menu to change what type of damage it does -- burn, brute, pierce, toxic -- to deal with varying types of enemy armor accordingly.

What would be even cooler was if said weapon could turn into different weapon types:

Pistols for close-range yet accurate short bursts

SMG's for close-range inaccurate long bursts

Assault rifles for medium range medium damage medium bursts

Machine guns for medium range medium damage high bursts

Sniper rifles for long range high damage single shots

And grenade launchers for close-medium range propelling of changing chemical grenades. I entirely accept that even modding has its limits and this is probably quite far-fetched.
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Rikiki

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Re: [Mod Request] Chimera Weaponry
« Reply #1 on: November 24, 2014, 09:55:00 AM »

This is definitely possible (and seems quite easy in fact).

Just put two projectile types in the weapon and add a toggle button which will change the projectile list order.
Guess what? ???... This will need dll! ;D

Here is the xml part:
Code: [Select]
  <ThingDef ParentName="BaseHumanLaserWeapon">
    <defName>LaserRifle</defName>
    [...]
    <verbs>
      <li>
        ... fire mode 1
      </li>
      <li>
        ... fire mode 2
      </li>
    </verbs>
  </ThingDef>