RimWorld

RimWorld

[CP] Metal Gear Solid - CQC Takedown
211 kommentarer
Cyber Witch ~ 1. sep. kl. 22:30 
Huh....
RyderDaCat #briiz 1. sep. kl. 18:26 
CP always makes amazing mods! I love CP!
Gibbus 12. mar. kl. 18:44 
SNAKE! DON'T ABBREVIATE CHICKEN PLUCKER! SNAKEEEE!
Hurgablurg 4. okt. 2021 kl. 0:23 
- "Using the ability towards allies will cause zero reactions from them"

"Thanks for that, Boss!"
Chicken Plucker  [ophavsmand] 24. juli 2021 kl. 20:37 
Hello all, comments were disabled to prevent the floodgate of 1.3 update requests.

New version of takedown abilities added here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2556532381

Lots of improvements, no more mod conflicts with JecsTools or a need for JecsTools. Special thanks to Taranchuk and ya boi Hideo Kojimbo
Omegadioxide 20. juli 2021 kl. 15:31 
ayo is the mod author still doing military training or? This is one of those mods I cant live without. Ill try and test it on 1.3
T h e R a t 4. juli 2021 kl. 5:05 
The only problem I've been having with this is that pawns will *not* track an enemy (or otherwise) that I tell them to CQC. They will go to the last location the pawn was at when I told them to do it, but then turns around and leaves. I dunno if this is a mod conflict or what, but I know it's caused me issues before.
eN4aR 11. mar. 2021 kl. 21:44 
Lol, just knocked down a bear using this. What a fun op mod
Chicken Plucker  [ophavsmand] 24. okt. 2020 kl. 19:12 
Cheers guys, though I’m away again cause I’m on phase 2 now. If 1.3 comes while I’m gone, please never forget the basics of CQC.

Goodbye lads, till next time
Out-Of-Touch 23. okt. 2020 kl. 10:13 
sorry :)
Silentman253 21. okt. 2020 kl. 6:08 
Welcome back Chicken Plucker! I'm happy to see you again.
pgames-food 19. okt. 2020 kl. 22:55 
cool, welcome back :)
Chicken Plucker  [ophavsmand] 19. okt. 2020 kl. 16:41 
1.2 is up, cheers. It was working for 1.2 by the way, I just had to write that it works for 1.2 as well.

@NOT A COOL OSCAR - I appreciate it my friend but no need to call anyone any names. Remember to be nice
Mr.2 2. sep. 2020 kl. 18:15 
1.2
80953197 22. aug. 2020 kl. 18:57 
Master,we are waiting in hope for 1.2 .
Pauma del Sol 13. aug. 2020 kl. 12:39 
I feel like I'm barking up the wrong tree, but any chance of update for 1.2?
Kokorocodon 20. juli 2020 kl. 19:27 
The concept is spot on. But highly prone to exploitation. I can simply await my enemies on a corner and I drop them one by one until they flee.

In my humble opinion, it should be a skill only available to pawns with 18-20 on their melee skill.

Or simply add a miss chance.
Seripa 4. juli 2020 kl. 21:44 
Ahh, I love this mod so much, but it's a bit out of balance for my desired experience. Do you have any resources I could look into so that I might take a shot at modding myself? I was thinking of trying to add a system that compares the pawn's melee ability to the targets before calculating for a hit/miss/counter cqc.

And of course thank you for all the wonderful modding experiences, they're amazing.
An Author 6. juni 2020 kl. 23:45 
So here is a way to balance this that requires no modifications of game files. You simply perform a manual skill check. In combat, each time you pause the game, roll a die. You can do this easily online. I use 1-20 with CQC and 1-40 with Rip And Tear. For CQC, I need to get a 19 in order to cast the take down. With Rip And Tear, I need to get a 39.

I also only do Rip And Tear when a pawn has at least 15 melee .

This is extremely entertaining, and imo, it balances it quite well.

This is kind of like cheating at solitaire, so if you sit there rolling over and over to get the # you want, that's on you.
Tokido Saya 25. maj 2020 kl. 2:05 
i see,thought these thing may like some gc or world pawn may fat the save file and cause lag,ok thanks!
Chicken Plucker  [ophavsmand] 24. maj 2020 kl. 16:11 
@Tokido Saya - If it’s a console log then it shouldn’t be a problem, I do know any mod can cause lag for RimWorld since that’s just how things are, but I doubt this kind is too much of a problem. I believe what you described is the feature done by either jec or erdelf that makes sure abilities work with other races.

You don’t mean physical log files do you?
Tokido Saya 24. maj 2020 kl. 13:50 
hello,i like this mod,it helps me alot on saving some kurin trying to kill themself.
so,i notice something when i opening a new save,i am not sure but i think this mod seems keep making a some log on the save file as


<li>
<pawnAbilityPawn>Thing_Human606</pawnAbilityPawn>
<pawnAbilityPowerDef>CP_CQCTakedown</pawnAbilityPowerDef>
</li>

every time when i use cqc,it seems keep filling your save file like gc(may even cause lag and longer save loading?not sure)
do u have any idea what is this?can this fixable if it is somekind spam?
HITDICK 2. maj 2020 kl. 5:11 
OK:winter2019happysnowman:
Chicken Plucker  [ophavsmand] 1. maj 2020 kl. 2:18 
@Alex Mercer WT - Please see the description, there’s a version using Jecs Tools that works with rim of magic. It's compatible with that mod

@Yeetpacito2 - Can’t be done due to coding limitations. I’ve explained this in the description, we have no coder to fix the mod, but it’s a good shout. I know it’s be cool if the enemy could knock you out instead like FROGs in MGS4 but sadly we don’t have the extra help

@Yo - you’d never be able to use the mod then, especially since 20 melee skill burns out, it doesn’t stay 20 for long because pawns lose the skill stat due to learning loss. It’s be a wonder why people should have the mod in the first place if they can’t use it at all. I appreciate your suggestion anyway, thank you
HITDICK 1. maj 2020 kl. 0:53 
plz fix it i like this mod and magic world:lunar2019piginablanket:
༺midas22༻ 26. apr. 2020 kl. 9:28 
another way to make it balanced would be to make it only able to happen if the use had a higher melee skill than the target by a certain amount
Yo 20. apr. 2020 kl. 12:56 
would be cool if the cqc skill would only appear on pawns with 20 skill in melee or if they have a certain trait. I think this would make it more balanced.
Chicken Plucker  [ophavsmand] 11. apr. 2020 kl. 19:12 
Updated the description and released non-standalone versions that are compatible with other ability mods:

_________________________

JecsTools dependent versions
(Working with other ability mods such as Force Choke and Rim of Magic)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2057671527
Metal Gear Solid - CQC (JecsTools)

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2057672223
DOOM - Glory Kill (JecsTools)
_________________________

I'd like to thank An Archie for creating these patches, would not be possible without him. Obviously future versions will now be so much easier to patch and the mod can now be support long-term even when I disappear into obvlivion. Thanks Archie, you're the champ
Valikdu 26. mar. 2020 kl. 17:38 
I like to make a silent takedown.
Chicken Plucker  [ophavsmand] 19. mar. 2020 kl. 13:32 
Any other errors reported are caused by mod conflicts, I've got reports from others. I've tested the mod before release and it was this close to not come to 1.1 like you wouldn't believe. I had to get help from retired modders experienced in C# Mehni and LimeTreeSnake.

I know when an error happens it's a mod conflict, any clunky mechanic is due to how the mod is coded. Technically CQC isn't a melee attack, it's a ranged attack. If things were more simple this mod would be perfectly balanced and the mechanic would probably be a lot more complex, but it isn't and this is how it will be. I can't code C# and I don't know how much more I can stress that, it's already in the description, so I can't patch for other mods even. Those other mod makers that made RoM are much more skilled than me, and they couldn't fix this conflict. It's gonna stay, unfortunately, and the only hope is if RimWorld develops a better system for skills casted like these in the future.
Chicken Plucker  [ophavsmand] 19. mar. 2020 kl. 13:27 
@Mortagon - It's not a simple fix. I can't provide anymore development for the mod since it was originally coded by jecrell. RoM uses the same code which causes a conflict when both mods are used, I don't know how to fix it and from my commission years ago with jecrell neither could he.

@Timeless Ambulant - That always happened in 1.0, it's more noticeable now. The reason they don't use it when they're attacked is because they were interrupted, and the AI is automatically set to switch to melee attacks and stop whatever else they are doing. No there's no chance of this being "fixed" as said above, besides being updated to work with 1.1 there is no more polish or further development that can be done for this mod because it's all C#.

I'd consider the clunkiness a downside to the several other complaints that you can one hit KO thrumbos and mechanoids. If you wanna CQC while in melee combat, re-draft the colonist and click the action again. All I could give you, sorry.
Pauma del Sol 19. mar. 2020 kl. 11:52 
Since 1.1, I've noticed that colonists using the ability no longer follow targets past the original targeting location, nor will colonists use it when being melee attacked. Is there any chance this could be fixed?
AisMilo 18. mar. 2020 kl. 20:11 
is it possible to get compatibility patch with rimworld of magic?

Freverof 18. mar. 2020 kl. 14:44 
really helpful,melee need more power,thanks
kingdavis45 15. mar. 2020 kl. 14:26 
LOL
Mortagon 11. mar. 2020 kl. 19:16 
Any chance of compatibility with Rimworld of Magic? I love both mods and it generates a ton of red errors with it
Darkstar 4. mar. 2020 kl. 22:14 
That's a Harmony error. One or both of those mods probably needs to update to depend on the new Harmony mod instead of including it within the mod.
Runt 4. mar. 2020 kl. 19:41 
my error is different than the cpaabilityuser, rather its a bunch of "short hash" errors, and it shows up on debug log on start up. Im guessing its because I have rimworld of magic and star wars force. Which sucks but I guess its a 1.1 thing, since it worked fine together in 1.0
Darkstar 4. mar. 2020 kl. 14:56 
I was getting the error when the map first loaded when starting a new game. I haven't actually gotten to the point where i can use the CQC ability yet. No JecTools. I think my modlist should be in the link I posted? My best guess is that it might be an issue with Zombieland as that one does some weird stuff.
Chicken Plucker  [ophavsmand] 4. mar. 2020 kl. 13:29 
Hey all. I did some testing and ran around CQCing some people, haven't been able to replicate the issue. I don't know what the situation is with this "CPAbilityUser.AbilityUserMod.Notify_ApparelAdded." since I don't even remember seeing that in the source code. Question, do you guys have jecstools enabled? I'm assuming maybe its a conflict, or from another mod with abilities. I just need to know what's up since usually my quick tests are done with minimal mods
Darkstar 4. mar. 2020 kl. 8:42 
Suddenly I'm getting a lot NullReferenceExceptions from this mod, starting yesterday. Exception ticking [object], at CPAbilityUser.AbilityUserMod.Notify_ApparelAdded.

Log here: https://gist.github.com/ee4e6e591a389e7a5138070ef63c4158

It looks like it's happening when clothes are added to a pawn or something... It's funny though because it looks like it's checking the initial drop pods for clothes. The errors also don't seem to do much other than clog up the debug log.
Runt 3. mar. 2020 kl. 17:42 
(1.1 with royalty dlc) ive been having a ton of short hash errors from other mods like DOOM and star wars from this mod,and ive made my load order based on a guide. I used this mod in 1.0 with no problems and only really had it with 1.1.
Chicken Plucker  [ophavsmand] 3. mar. 2020 kl. 10:14 
missing textures for 1.0 users fixed, cheers all
Sir Meep 2. mar. 2020 kl. 18:53 
C.Q.C
Ogliss 2. mar. 2020 kl. 5:08 
hmmm, ive only seen those short hash errors
"StarWars_ForceChoke_Lv2 already has short hash"
like that when theres dupelcate assemblies trying to load (happens to me alot when i change refernces because i forget to uncheck copy local)
Nattnissen 2. mar. 2020 kl. 5:03 
Hmmm, good thing steam does not store those mods in folders with just alot of numbers. Someone might have issues finding the right folders if they did XD

Sadly no change, only thing other than projectJedi.dll were some harmony files and not mix or match of one of them or none of them in the folder had any change.
Ogliss 2. mar. 2020 kl. 4:40 
the assembles folder
https://gyazo.com/405c22ee6b40b19cf4dac00cbd0c74fd
hope that helps
Ogliss 2. mar. 2020 kl. 4:38 
@Nattnissen
check the force mods folder, last i looked it had dupelicates of the games assemblies in it
Nattnissen 2. mar. 2020 kl. 4:34 
Getting alot of errors when using this along with The Force mod:

https://gist.github.com/HugsLibRecordKeeper/e424a8dfd292b5b63f82dc9cded417bb
Cthulhu The 3rd 1. mar. 2020 kl. 9:36 
Sweet! Any chance the same technique will be applied to Glory Kills?