RimWorld

RimWorld

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Avoid Friendly Fire
 
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Mod, 1.0
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Posted
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0.212 MB
Sep 13, 2017 @ 12:47am
Mar 20 @ 12:52pm
24 Change Notes ( view )

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Avoid Friendly Fire

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Description
Colonists with the option enabled will not take a shot if the projectile's path could hit a friendly or neutral pawn (taking into account miss radius). Drafted colonists will look for a target with a clean shot (or wait if there isn't one), while hunters will reposition themselves.

This should hopefully alleviate some of the micromanagement needed to stop ranged colonists shooting friendlies, without changing the way friendly fire works in the game or reducing its potency.


== Usage ==
Any colonist with an appropriate weapon will show an “Avoid Friendly Fire” toggle button when they are selected (which is On by default; you can toggle it off for individual colonists). With this On their AI will automatically do the right thing.

If you manually try to force a drafted colonist who is set to avoid friendly fire to shoot an enemy with a friendly in the way, you will see a "Cannot hit target" message as you would if LoS was blocked.

Shooters who are being blocked by friendlies (but would otherwise have a target) will have their name on the map and in the Colonist Bar be written in cyan. Likewise, the first friendly blocking any shooter will show up in green.

There is a setting in the Mod Options screen to always enable 'Avoid FF' status on a pawn when it's undrafted. If you tend to disable the 'Avoid FF' setting on pawns during combat, using this option will ensure it is always turned back on again before the next combat. This option is off by default.

== Shield Belts ==
Shooters will not worry about pawns wearing a shield belt with at least 10% power standing in the line of fire, so you can still use shielded infantry to attack while ranged troops continue to fire over them from behind. If the shield drops below 10% power while the pawn is still subject to friendly fire, then the shooters will stop. They will resume shooting after the shield gets above 10%.

This behaviour can be disabled from the mod options if needed.


== Targeting Overlay ==
If you use the game’s manual targeting button (the one with the B hotkey that then shows the weapons range), you will see a red overlay that appears from the shooter to where you point the mouse (see image). This overlay shows the potential “fire cone” from a standard ranged weapon in the game, from the shooter to a target under the mouse (miss radius depends on weapon and shooter skill). Any pawn within the red overlay could potentially be hit. This is purely a visual aid for planning and can be disabled from the Mod Settings menu if you don’t like it. Note that pawns within 4 tiles of the shooter do not receive friendly fire, so the overlay does not mark them red and the mod takes this into account when deciding if a shooter should stop. In the example image the shooter on the top right will not shoot the pirate on the bottom left because the colonist "Flip" could potentially get hit.


== Animals ==
By default the mod will also take into account animals with an assigned master and protect them from friendly fire, so you should be able to use and release trained animals without them getting shot. In the Mod Settings you can expand this to include all tamed colony animals, such as livestock, but this is off by default as it could be annoying and cause performance issues on slower machines.


== Notes ==
This mod can be added to an existing save.

This mod is compatible with the Combat Extended mod, however the more complex fire trajectory in CE may mean this mod may not be 100% effective at very long ranges.

It is an often requested feature to add FF avoidance to turrets. However I want my mods to be pure QoL changes and not affect the balance of the game. The improvised turrets are cheap and friendly fire is an intended weakness of them (as mentioned in their tooltip). I am happy for another mod that adds smarter, more expensive turrets to incorporate my code to provide that functionality.


== Current Limitations ==
* Does not support explosive weapons such as grenades and weapons such as miniguns with a large forced miss radius. They will be used as normal and you will need to micromanage them as before. These might be supported in the future.

* Will protect neutral pawns on your map, but not animals owned by them. E.g., if there are traders around during a raid, your colonists will avoid hitting them but not watch out for their animals. Should be fixed in the future.

* Only affects the AI of your colonists. Does not prevent the computer controlled factions shooting their own troops; that’s a hard problem.

* Only affects the AI of shooters, who will stop shooting when someone gets in the way. Nothing is done to stop undrafted pawns from wandering into the middle of battle; again a harder problem to solve.

Github release for standalone install: https://github.com/Falconne/AvoidFriendlyFire/releases
Ludeon Thread: https://ludeon.com/forums/index.php?topic=35571.0

Translations:
* Japanese by @Proxyer
* Traditional Chinese by @FantasyMusic
Popular Discussions View All (2)
21
Mar 21 @ 1:28am
Bug Reports
falconne
6
Nov 11, 2018 @ 3:41pm
percentage based friendly fire
Jojojay
< >
213 Comments
Truth Oct 1 @ 1:36pm 
@falconne CE has a new team that is making things compatible. They may work with you to make it happen.
falconne  [author] Aug 20 @ 1:07am 
@gamefoo: I don't have much time to spend on modding any more and CE changes too much for this to be a trivial update, so I'm afraid you'll have to disable this mod if you want to use CE.
gamefoo Aug 19 @ 12:54am 
Not CE compatible. Pawns constantly killing each other when grouped up even when targets are at ranged. Please address!
SILVER_BUL Aug 9 @ 6:21pm 
Awesome QoL mod , thanks alot .
falconne  [author] Jul 27 @ 9:35pm 
@NicholasRC7 It was the last time I checked, but that was long ago.
NicholasRC7 Jul 23 @ 1:54pm 
Is this CE compatible? I'm assuming it is, but I'm not taking chances.
lilwhitemouse Jun 6 @ 8:12pm 
<SIGH> Did not have mod active. Robeson was running from a p------d off warg, and Emma and Stanley were rushing to her aid. Robeson turns the corner around a rock outcrop and Stanley, rather than wait for her to get clear, promptly shoots her with his sniper rifle. She goes down. The warg is still coming. Emma opens up with her charge rifle, hitting Stanley in the back AND DESTROYING HIS LUNG. He drops instantly too.

Oi. That's what I get for not turning it back on when I started a new game...
The Underhand Jun 6 @ 6:20pm 
Yay no more shooting an obvious friendly in the back because the cat he was petting attacked him
falconne  [author] Apr 22 @ 11:39pm 
@[bhtp]Ataman: Ok downloaded it, I will see if I can load it when I get some time.
[bhtp]Ataman Apr 22 @ 5:52am