RimWorld

RimWorld

370 ratings
Combat Effects for Combat Extended
   
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Mod, 1.0
File Size
Posted
Updated
6.131 MB
May 30, 2019 @ 3:45pm
Jun 10, 2019 @ 10:47pm
7 Change Notes ( view )

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Combat Effects for Combat Extended

Description
This mod adds sparks to bullets impacting hard surfaces and blood effects for hitting pawns.
Now also allows bullets to penetrate materials.
Only works with Combat Extended.
IMPORTANT : Load it AFTER the Combat Extended mod.

UPDATE June 10 :
- Bugfixes (Hanging projectiles, NaN projectile position, inconsistent projectile position for logic and graphics)

Plans:
-Add a few more effects (like dust/smoke puffs to impacts) - DONE
- If possible add bullet ricochet and material penetration. :
- - - Penetration initial implementation done. Details below.
- Vanilla version.
- Make options available to tone the effects up or down

Penetration mechanics :
Bullets have a chance to penetrate a build object based on caliber, ammo type and the material and condition of the object it hit.
Every projectile type has a base chance to penetrate a given material.

For example : a 9x19 FMJ has 10% chance to penetrate a wooden wall if that wall has 100% hitpoints.
It has 80% chance to penetrate that wall if it's below 50% hitpoints.
Meanwhile a 14.5x114 has 100% to penetrate that wall regardless it's hitpoints.

A steel wall is impenetrable by small arms when kept in good condition but the aforementioned 14.5 has 60% to penetrate it.

AP type bullet (Sabot, AP-I etc) has increased penetration stats.

Additionally, there is a slight randomness of these chances. So it's entirely possible for a .303 to penetrate a plasteel wall once in a lifetime.

However:
- HP bullets and energy projectiles never penetrate (for now).
- Arrows never penetrate (for now)

Bullets can penetrate pawns. It's a flat percentage. (Example 7.62x51 has 35% to penetrate the target).
So a singe .50BMG can ruin the day of several Alphabeavers in a bottleneck. But it can also ruin the day of allies behind those Alphabeavers.

Kinetic energy : WIP. Not enabled yet. But after each penetration or ricochet the bullet will loose some of it's energy so even if the projectile penetrates your walls it may do minimal damage.

Angle of Attack : WIP. Not enabled yet. Penetration chances as well as ricochet will additionally depend on the angle of incidence.

Important : I had to patch and decorate a lot of ammo defs for this. For now only ammo used by 'CE' and 'CE Guns' are patched. The others may be incompatible.




Popular Discussions View All (3)
1
Aug 6, 2023 @ 6:04am
update of mod 1.4 ce 5.3 HERE
SaintFSR
2
Dec 1, 2019 @ 3:11pm
LAG!!!
calcifer
1
Feb 17 @ 4:18pm
bug report, colonists cant hit their targets
TortillaWarrior
202 Comments
xTRACKERx Feb 8 @ 4:49am 
this mod rly needs an update :(
DOCTOR CROW May 25, 2023 @ 8:54pm 
SOMONE PLEAAAAAAAAASE UPDATE THIS MOD!
TreeLoverTA1962 Apr 17, 2023 @ 12:50pm 
one of the best rimworld mod, it sad that continued version pretty much borked
ThisNameIsAlreadyTaken Jan 23, 2023 @ 1:38pm 
Its a real shame this mod hasnt been updated to 1.4
Orionox Oct 12, 2022 @ 7:17am 
update?
Erde Jul 26, 2021 @ 11:40am 
Sir, this mod is for RimWorld version 1.0
Bender Jul 26, 2021 @ 10:28am 
This mod caused my game to not register bullet hits. I could not hit anything. but after removing the mod it worked fine. dont know if this is a conflict issue with Combat Extended base mod. but its unfortunate. cause i really like this mod. anyways. FYI
Mlie Jul 20, 2020 @ 12:00pm 
Got request of updating this as the current 1.1-update had issues.
https://steamcommunity.com/sharedfiles/filedetails/?id=2172612733
Hope this helps anyone!
Professional Bigot May 30, 2020 @ 10:21am 
Any plans to update this to 1.1
Latte macchiato Jan 29, 2020 @ 11:09am 
I have took onto this project and created a hotfix for it. Some errors in the console, but those are not an issue, the mod is working as intended.
Here: https://steamcommunity.com/sharedfiles/filedetails/?id=1983025846