RimWorld
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Ragdoll Physics
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Mod, 1.4, 1.5
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11.458 MB
11 мар. 2024 г. в 7:40
13 мая. 2024 г. в 14:46
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Ragdoll Physics

Описание
Adds physics around explosions to toss Pawns and Things!



Includes options for magnitude (default 1 - adjusts overall distance) and adding an overall Stun after a toss.

Includes option whether to include mass in toss distance calculation (on by default). Heavier things fly less far!



For Modders
Includes an example XML file detailing how to add physics to melee & Ranged weapons at 1.4/Patches/Examples.xml.bak

On explosions, the mod gets the damage (ie 50 for an IED), adds a falloff (if one is not included), and uses that value to set the distance (adjusted by the user's magnitude value).

If there's interest for access beyond melee & ranged weapons, I could write a more general function that could be accessed by grabbing the ThingComponent_Toss. Get at me!

Special thanks to SettingsHelper[github.com] for the nice Slider in the ModSettings.



Compatibility & Support
Requires Harmony. Tested with around 200 mods, but I'm sure some other issues have not been reported. Please be safe and save your game frequently (especially before raids!).

I have never used CE (Combat Extended) - however this mod doesn't touch any defs by default, only functions around explosions and Pawn pathing. Some have reported it is compatible!

If you have an issue, please include HugsLib logs and post either here in discussions or on github![github.com]

I can't support issues without logs.
Популярные обсуждения Просмотреть все (1)
1
13 мая. 2024 г. в 19:12
Scythers not reacting to EMP grenades correctly
gagol753
Комментариев: 126
Sphinxthegamecrasher! 16 апр в 11:13 
Does Achtung! have compatibility issues with this mod?
CarlosCreeper 20 мар в 6:05 
Realistic ragdolls: Me: looks good, this wont make difference in my game anyways; The enemy body exploded and got in the direction of my colonist and he ended up with a tantrum in the middle of my battle..... I put all the guilty in Randy Random not in your mod
Nic 9 мар в 11:11 
I can imagine devising an explosive transport system to launch pawns somewhere fast but at the cost of litterly blowing them up multiple times.
-=JkJkLoL=- tk421storm  [создатель] 13 фев в 9:42 
@DarthChungus yes! You can see in the example files a way to trigger the knockback effect by a melee attack
DarthChungus 11 фев в 20:14 
is there any way to add weight to the damage of melee attacks so that if they hit hard enough they throw them with force
fort_maximus 1 янв в 12:36 
I noticed that CE Flamethrowers inflict knockback to downed pawns, any way to fix this?
csfireworks 25 ноя. 2024 г. в 6:57 
very funny for some small bomb mod place on gun turret mod lollll
MrKoiCarp 28 июл. 2024 г. в 10:33 
Funny rag doll 10/10
gk Blue&Grey 26 июл. 2024 г. в 4:36 
Have you considered adding a more complex damage curve to constrain the toss distance? The excessive damage of some mod weapons can cause the pawn to toss too far away.If the coefficient I adjusted in the settings is too low, which will result in a decrease in the performance of explosion damage similar to vanilla.
Fang 17 июл. 2024 г. в 8:03 
MP Compatibility?