RimWorld

RimWorld

2,505 ratings
Gunplay
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.339 MB
Mar 25, 2020 @ 8:14am
Jun 16 @ 4:19am
14 Change Notes ( view )

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Gunplay

Description
ABOUT
Adds more cinematic effects to weapons:

A. For both vanilla and other mods:
- long trails for projectiles; trails are wider for weapons that do more damage
- projectile comes from the barrel of the gun and not from inside of the colonist
- weapon movement animation for pawns missing their targets
- visual effects for particle collision
- faster projectile speed for all projectiles

B. Only for some vanilla weapons:
- weapon animations for miniguns and bows
- different sounds for some weapons

For effects from the B category to work with other mods, modders would have to add an extension to their mods (XML only, no C# required).

All changes, apart from projectile speed, are cosmetic. You can choose which ones you want in the mod settings dialog.

This mod is safe to add or remove from a save file.

Japanese translation by Proxyer.
Chinese translation by NiAnyIGJQ.

OPTIONAL MODS
This is a list of mods that in some way or another use Gunplay to enhance their or other mods' weapons:
- The Brotherhood Compendium
- Mechalit Equipment + Faction 1.1
- Wall Mounted Turrets (Continued)

MODDER'S GUIDE
https://github.com/AUTOMATIC1111/Gunplay/wiki/Modding-guide

SOURCE CODE
https://github.com/AUTOMATIC1111/Gunplay

UPDATES
16-Jul-2021
- 1.3
- fixed incompatibility with Save Our Ship 2 for Rimworld 1.2

12-Aug-20
- 1.2 update

29-Feb-20
- added support for weapon animations
Popular Discussions View All (4)
1
Dec 19, 2022 @ 12:44am
bug reports are being ignored.
Teusdv
2
Mar 31, 2020 @ 4:30pm
Can you make custom animations?
Security Cam #7
0
May 1, 2020 @ 8:53am
Mod request
Loner Yound
286 Comments
SleepingPigNeverSleep Jul 25 @ 9:57pm 
After a battle, the trails doesn't disappear and error keeps happening

Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref CB06E20C]
at Verse.GenGrid.InBounds (UnityEngine.Vector3 v, Verse.Map map) [0x00000] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
at VEF.Weapons.ExpandableProjectile.get_ExactPosition () [0x0000f] in <146b542dabb14f44b04d23fe0d70d5e8>:0
at Gunplay.ProjectileTrail.Tick () [0x00019] in <1026ad69543844f19e3572b0192e6e50>:0

https://gist.github.com/HugsLibRecordKeeper/5d6fb4b491b71ab981e8a95b7fb4aba2

Is it mod conflict or a bug?
Boxy Jul 19 @ 10:00pm 
Is this the reason grenades and bombs just stop in the air and throw errors?
szmtex Jul 17 @ 12:39pm 
@AUTOMATIC Hello found a little bug and confirmed it occurs only with Gunplay active. Its only visual tho when you throw grenade (any) and its about to touch ground it will jump and fall on the same tile 2nd time. molotovs looks normal tho
Himikoo Jul 15 @ 8:37pm 
Breaks gauss weapons from vanilla expanded (never dissapearing bullet trail)
Engineer Gaming Part 3 Jul 3 @ 11:26am 
So, SOS2 is compatible with gunplay even if it says it's not in rimsort?
Cayin Jun 30 @ 9:45am 
Chaosllama Jun 26 @ 12:26pm 
What an inspired, awesomesauce mod. Thanks!
Tybo Jun 16 @ 12:12pm 
Thanks for updating! Love the mod :) By the way, I'm using rimsort and it still suggests that this version is incomaptible. Do I have to wait for steam to do it's thing? Tried resubscribing
ReeceyB Jun 16 @ 5:47am 
Thanks for the updoots for 1.6
AzoorFox Jun 15 @ 1:19pm 
UPDATE WHEN???????????????