RimWorld

RimWorld

Vehicle Map Framework
World Tile Arty Acting Funky on Vehicle Maps
I did a bit of testing out of curiosity.

For Combat Extended world tile arty. Attempting to do so causes the gun in question once it has finished the aiming phase of shooting, to immediately lock up. Even when canceling the forced attack or selecting a different local target. The affected gun is like this until it is minified then reinstalled off of the vehicle unto which it then immediately fires upon being manned, then operates normally.

For VE security it mainly just allows you to keep shooting at a selected tile even after the vehicle drives the gun out of range.
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LS  [developer] 11 Apr @ 6:18am 
The issue concerning the VFE Security world tile artillery has been fixed, but the problem of being able to continue firing at tiles outside the range has not been confirmed. Which specific gun are you referring to?
Originally posted by LS:
The issue concerning the VFE Security world tile artillery has been fixed, but the problem of being able to continue firing at tiles outside the range has not been confirmed. Which specific gun are you referring to?

I am talking about the artillery gun from Vanilla Furniture Expanded Security. Basically You park the vehicle so the gun is within range of a valid target and while it is still firing, you move the vehicle. While the world strike is ongoing the gun will continue to fire regardless of if the vehicle drives so that the selected target is outside the gun's range.
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