Description
I was trying to patch a weapon from VWE - Bioferrite, Cyclone Minigun, and I turned the faster firing ability into an underbarrel weapon that has identical stats to the main weapon except it fires faster and has higher recoil. The weapon itself shoots perfectly fine but the underbarrel weapon does the following: The pawn shoots one bullet, stops aiming for 1 or 2 ticks, shoots one bullet, stops aiming... repeat until the burst shot amount is fired. This allows the pawn to move and shoot as the ticks where the pawn is not aiming allows the pawn to move but moving doesn't cancel the force attack command.
Expected behavior
The underbarrel weapon to fire fully automatic with the pawn standing still and aiming.
To reproduce
Make a fully automatic, bullet using underbarrel weapon I guess, I don't really know.
Complete the following checklist
I hereby verify that I have done the following:
[x] Confirmed that my game version and load order are correct.
[x] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
[ ] Confirmed I am not running any mods with known incompatibilities with Combat Extended. VWE - Bioferrite is not patched for CE, I am trying to patch it myself
[ ] Disabled Combat Extended and attempted to reproduce the behavior without success. Underbarrel weapons do not exist without CE
Rimworld version: 1.5.4104 (64-bit) Combat Extended version: 15.6.0.0 Combat Extended source (Steam, GitHub, etc.): Steam Your operating system: Windows 11 Your mod list: Harmony Core Royalty Ideology Biotech Anomaly Vanilla Expanded Framework Vanilla Factions Expanded - Pirates Vanilla Weapons Expanded Vanilla Weapons Expanded - Heavy Weapons Vanilla Weapons Expanded - Bioferrite Combat Extended Combat Extended Armors Combat Extended Guns
Description I was trying to patch a weapon from VWE - Bioferrite, Cyclone Minigun, and I turned the faster firing ability into an underbarrel weapon that has identical stats to the main weapon except it fires faster and has higher recoil. The weapon itself shoots perfectly fine but the underbarrel weapon does the following: The pawn shoots one bullet, stops aiming for 1 or 2 ticks, shoots one bullet, stops aiming... repeat until the burst shot amount is fired. This allows the pawn to move and shoot as the ticks where the pawn is not aiming allows the pawn to move but moving doesn't cancel the force attack command.
Expected behavior The underbarrel weapon to fire fully automatic with the pawn standing still and aiming.
To reproduce Make a fully automatic, bullet using underbarrel weapon I guess, I don't really know.
Screenshots & log dumps There are no error logs or crashes due to this. There is a video posted by me on the Combat Extended discord server in #patches. https://discord.com/channels/278818534069501953/630624305947869184/1270362059959435380
Complete the following checklist I hereby verify that I have done the following: