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Any chance you could upload your patch to the Steam Workshop instead?
Thank you, i just created a patch for Rimlaser and Interception tweaks.
No pawns were harmed in the test run:
Before the patch they hit the embrasure directly in front of them.
After the patch they didnt hit the embrasure with any of the 3 weapons (which use different bullet types) did hit the embrasure directly in front of them.
After this i also moved the 3 pawns directly in a line and neither one of them got hit when they opened fire on the wall at the end of the shooting range.
I uploaded it in case someone else also wants it for Rimlaser or if you want to include it to your mod: https://www.file-upload.net/download-15339331/rimlasertargetpatch.zip.html
I am also going to comment in the discussion a few notes.
Patches are a bit confusing to learn and I haven't tested it, but give it a go and let me know what happens.
after your comment i did run a test (only 2 pawns were injured during this trial, none died):
And indeed the vanilla weapons pawn did not hit the pawn/ embrasure right in front of them. Only after moving the poor other pawn right in front of the target (10 tiles away) they got hit as expected.
However the one equiped with a laser rifle from rimlaser (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1465459039) did hit the pawn/ embrasure right in front of them.
I did try to change the mod load order to see if it makes any difference but the results were the same. Didnt matter which one was first.
I don't think to-wild shots are THAT bad that they'd hit 1 tile in front of them, so it could be a mod compatibility issue. If it's only happening for a particular projectile, you can create a patch so this mod doesn't manage it (like the included example for the VE Ancient's eyebeam, which was hilariously blowing up any pawn that used it)
Sometimes my pawns manage to accitently hit an object/pawn directly in front of them in 1.5. However according to the settings it should be distance before friendly fire: 5 tiles and even the minmum distance is set to 5 tiles so unless i misunderstand the settings they should never hit a pawn or an embrasure right in front of them.
Did anyone else something similar?
I've been playing on 1.5 for a bit with no real issues, still trying to keep an eye on Performance Analyzer during raids, assaults, or other things with a lot of shots in the air.
Ideally, if you do decide it needs a patch (and beat me to it), my vote is that the projectiles are still affected by the effects of this mod, heh. Even more gaussian chaos, yessss.
CE already makes these changes. It's redundant.
I also realised that certain weapons have a forced miss factor, and so will very rarely ever be on target. I've added a little note in the mod description to remind people of that, in case it informs the values people choose for the on/off target interception settings.
@Gadget Also as noted in the description, it's unlikely to be compatible with any mod that makes sweeping changes to projectile systems, CE being one example.
Before, I assumed that the laser was coded in a way that it always hits and the blast just gets teleported to the target (as ground is not targetable) and this mod would calculate the objects in between and see if random chance triggers, but cause the projectile is not a projectile that travels, it just blows up in your face. But yeah, its all speculation.
My money's on them being so cartoonishly narcissistic that they have to check themselves out in the mirror even though they're mid using their laser eyes and zap themselves, that or they're just firing at something too close and end up in the blast radius.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2597524334