边缘世界 RimWorld

边缘世界 RimWorld

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CE Aimbot 2.0
   
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Mod, 1.6
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1.157 MB
8 月 18 日 上午 8:21
9 月 22 日 上午 12:35
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CE Aimbot 2.0

在 LikewiseHH 的 1 个合集中
Likewise Rimworld Mods
24 件物品
描述


[ko-fi.com]

Description
  • This mod adds an aimbot (a helper algorithm) to Combat Extended that automatically sets the firing mode (single, burst, auto) and aiming mode (aimed, snapshot, suppress)
  • You can activate/deactivate using the aimbot on each drafted pawn with a ranged weapon
  • The beauty of it: You can fully customize the rules in the mod settings
  • Settings can be applied per weapon tag or per weapon def name with both operators for exact matches or contains
  • The first matching rule wins. If no rule applies then the default settings at the top of the menu are applied as default
  • I tried to add a lot of safety logic and checks. For instance, full auto is never applied to a sniper rifle if it doesn't support anything but single shot

Dependencies
Obviously, Combat Extended. Moreover, you need Harmony

How to validate the mod behavior
  • Just draft a pawn and see that the firing and aiming mods are auto applied based on distance
  • Check that the gizmo is on the pawn to toggle the feature on and off
  • Play around with the mod settings and tweak either only the default rule or apply custom rules to concrete weapon def_names or weapon tags

A collection of all my rimworld mods
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3554618789
热门讨论 查看全部(1)
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11 月 14 日 下午 11:50
Distance config for short range weapons
masterpie
27 条留言
Wilihey 11 月 27 日 上午 3:29 
cheers for making this
Senor Smoke 11 月 2 日 下午 12:20 
fair. also the 1.4 version seems to work for 1.5
LikewiseHH  [作者] 11 月 1 日 下午 1:17 
Sorry that's too much effort
Senor Smoke 11 月 1 日 上午 12:33 
this is probably asking a lot but the old verison of this mod was for 1.4 and this version is for 1.6, but 1.6 doesnt run as well for me as 1.5 does. any chance u could make a v for us 1.5 gamers? aha
LikewiseHH  [作者] 10 月 30 日 上午 5:47 
Seems so. Enemy pawns are for instance not drafted. Their default firing mode is defined in the weapon def via its own comp like this:

<li Class="CombatExtended.CompProperties_FireModes">
<aiUseBurstMode>TRUE</aiUseBurstMode>
<aiAimMode>AimedShot</aiAimMode>
<aimedBurstShotCount>3</aimedBurstShotCount>
</li>

So you would have to make the mode also overwrite that I guess.
CommanderAtlas 10 月 30 日 上午 5:33 
OOh interesting! Seems more complicated than I first thought.
LikewiseHH  [作者] 10 月 30 日 上午 2:36 
Ok tried this out. The algorithm is correctly assessing the rules for enemy pawns but it seems like you cannot hook into their shooting behavior the same way I hook into a player pawn's firing mode. WIll require further investigation.

For my own modded weapons I added support to apply filter rules by weapon label on top of the def name and the tags. Would anybody need that too? The labels are the names of the weapon as shown in game, rather than the technical names in the XML files.

I needed that because I am patching all vanilla guns so they still have the same def_name but anything else is changed.

Let me know!
LikewiseHH  [作者] 10 月 29 日 下午 11:19 
Let me check. Maybe it's as easy as removing the if-else statement that currently ensures the settings are only applied to player pawns.
CommanderAtlas 10 月 29 日 下午 7:55 
Yes indeed. The old aimbot supported enemy pawns. I was recommended it because apparently it made enemies "more" competent, as they would sort of know what setting to fire their weapons at, at what ranges. So they won't be firing burst fire at like, max range but single shots too.

The old mod apparently had it in the settings to toggle it on or off.
LikewiseHH  [作者] 10 月 29 日 上午 11:44 
It's only for player pawns right now. Didn't know the old one supported enemy pawns too. Might explore that!