CombatExtended-Continued / CombatExtended

Combat Extended mod for RimWorld
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[Discussion]: Weapon recoil animation and reinforced barrel. #846

Closed Breadbox2k19 closed 5 months ago

Breadbox2k19 commented 3 years ago

Some vanilla features introduced in 1.3 aren't supported by CE. A subtle recoil animation is added for all guns and mortars, I believe turret guns are affected as well, certain weapons should be except from this, such as laser weapons. Reinforced barrels also doesn't do anything atm, perhaps it can be a crafting component for making a mortar that features better accuracy unspotted?

N7Huntsman commented 3 years ago

Reinforced barrels also doesn't do anything atm, perhaps it can be a crafting component for making a mortar that features better accuracy unspotted?

They're required to build mortars, just like in vanilla. I suspect this was done by Tynan to reduce the habit of players amassing large batteries of mortars by the late game and simply shelling most all threats to oblivion before they can reach the player's colony. I don't know if this will actually help the issue (it's rather easy to collection mortars from beating sieges), but I don't see a compelling reason to remove the reinforced barrel as a building component from mortars.

Alicecomma commented 3 years ago

Adding recoil animation requires pre- or postfixing // RimWorld.EquipmentUtility public static Verb_LaunchProjectile GetRecoilVerb(List<Verb> allWeaponVerbs)

Vanilla for some reason requires this to be Verb_LaunchProjectile, even though nothing in that verb is necessary for the effect (everything is accessed from Verb). Would therefore need to change references to a custom call of Recoil in // RimWorld.EquipmentUtility public static void Recoil(ThingDef weaponDef, Verb_LaunchProjectile shootVerb, out Vector3 drawOffset, out float angleOffset, float aimAngle) and in // Verse.PawnRenderer public void DrawEquipmentAiming(Thing eq, Vector3 drawLoc, float aimAngle)