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Combat Effects for Combat Extended (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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20 Jul 2020 @ 11:58am
10 Mei @ 11:00am
22 Catatan Perubahan ( lihat )

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Combat Effects for Combat Extended (Continued)

Dalam koleksi 1 dari Mlie
Mlie's resurrected mods
Item 922
Deskripsi

Update of CalaveraLocas mod
https://steamproxy.com/sharedfiles/filedetails/?id=1756442393

- Added option to disable the extra blood-spatter
- Fixed the issues with the added mortar-ammo in later CE-versions
- The update for the 5.2-version of CE done by Taranchuk
- The update for the 5.8-version of CE done by perkinslr



[discord.gg]
[github.com]



This mod adds sparks to bullets impacting hard surfaces and blood effects for hitting pawns.
Now also allows bullets to penetrate materials.
Only works with Combat Extended.
IMPORTANT : Load it AFTER the Combat Extended mod.

UPDATE June 10 :
- Bugfixes (Hanging projectiles, NaN projectile position, inconsistent projectile position for logic and graphics)

Plans:
-Add a few more effects (like dust/smoke puffs to impacts) - DONE
- If possible add bullet ricochet and material penetration. :
- - - Penetration initial implementation done. Details below.
- Vanilla version.
- Make options available to tone the effects up or down

Penetration mechanics :
Bullets have a chance to penetrate a build object based on caliber, ammo type and the material and condition of the object it hit.
Every projectile type has a base chance to penetrate a given material.

For example : a 9x19 FMJ has 10% chance to penetrate a wooden wall if that wall has 100% hitpoints.
It has 80% chance to penetrate that wall if it's below 50% hitpoints.
Meanwhile a 14.5x114 has 100% to penetrate that wall regardless it's hitpoints.

A steel wall is impenetrable by small arms when kept in good condition but the aforementioned 14.5 has 60% to penetrate it.

AP type bullet (Sabot, AP-I etc) has increased penetration stats.

Additionally, there is a slight randomness of these chances. So it's entirely possible for a .303 to penetrate a plasteel wall once in a lifetime.

However:
- HP bullets and energy projectiles never penetrate (for now).
- Arrows never penetrate (for now)

Bullets can penetrate pawns. It's a flat percentage. (Example 7.62x51 has 35% to penetrate the target).
So a singe .50BMG can ruin the day of several Alphabeavers in a bottleneck. But it can also ruin the day of allies behind those Alphabeavers.

Kinetic energy : WIP. Not enabled yet. But after each penetration or ricochet the bullet will loose some of it's energy so even if the projectile penetrates your walls it may do minimal damage.

Angle of Attack : WIP. Not enabled yet. Penetration chances as well as ricochet will additionally depend on the angle of incidence.

Important : I had to patch and decorate a lot of ammo defs for this. For now only ammo used by 'CE' and 'CE Guns' are patched. The others may be incompatible.








  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: blood effects, debris effects
285 Komentar
Enclave~ 19 Jul @ 8:13pm 
Can't wait for this, CE and More Injuries to be updated
cpt.Price 22 Jun @ 9:14am 
@yTeHok_B_TaHke it still doesn't work
yTeHok_B_TaHke 11 Mei @ 4:25am 
Thank you very much.
Mlie  [pembuat] 10 Mei @ 11:01am 
@yTeHok_B_TaHke Should be fixed now
Mayano Topgun 30 Apr @ 10:32pm 
https://steamproxy.com/sharedfiles/filedetails/?id=3026466973
after some inspections i think its because they uses custom effects for each ammunitions, is it possible to opt-out or filter out this specific mod for the effects patch?
if not i'll discuss with the other mod author on how to make a patch for it, i'll try make it myself.
Mlie  [pembuat] 29 Apr @ 8:31am 
@John Skibidi I dont know what that is, sorry
Mayano Topgun 29 Apr @ 8:20am 
sadly this mod makes all highfleet turret mods explosive shells becomes poof on impact
Teneksi 24 Mar @ 7:47pm 
one of the walls of my base separated the courtyard (with a small open entrance for invaders, where lots of shooting takes place) and the rec room. the sections right behind turrets and embrasures were granite, but the rest of that wall was wood and marble. I had considered that I should replace the entire wall with an armored one, maybe with our excess steel or plasteel... but I didn't do this before a couple stray shots from a centipede gunner knocked the heads off not one but BOTH of the colony's children, who weren't even in combat. ...it would seem i have you to thank for keeping this mod alive to help generate this tragedy.
Mlie  [pembuat] 10 Feb @ 2:46pm 
@Kev2play Please see the Reporting Issues section described above
Kev2play 10 Feb @ 2:13pm 
also got a blood error, all extra blood puddles are "insect blood" colored. an its not how the ped notmally bleed.