RimWorld

RimWorld

Better Projectile Origin
57 Comments
Mlie  [author] May 14 @ 12:59pm 
@[Brooker] Please see the Reporting Issues section described above
[Brooker] May 14 @ 11:47am 
Having the same issue as Toyo
Toyo Apr 26 @ 4:13am 
Have an issue where bullets fly across the map and hitting a random wall. This happens when the gun is fired offscreen
MrSmith Apr 20 @ 7:19am 
Since 1.5 mod causes issues with pawns unable to fire their weapon and firing animation not showing. could also be an issue with my extensive modlist
just a heads up if anyone in the future faces the same issue
Farbott Jan 12 @ 9:37am 
Dont know how possible it'd be, but I think a lot of issues could be fixed if this had a menu like show me your hands, so you can set exactly where the bullet comes out of!
R A I D E N Jan 7 @ 10:52am 
combat extendat compatibility pleaseee!
femoral2 Nov 24, 2024 @ 8:59pm 
Awesome mod if you want to avoid gunplay and it's performance issues
XXxGOBLINRAPISTxXX Oct 22, 2024 @ 4:22am 
I rlly like the idea of this mod but it makes alot of modded guns fire from above the gun which looks even worse so im going to have to remove :c
R A I D E N Sep 27, 2024 @ 9:22am 
CE compatibility pleaseee!!!:steamhappy:
Mlie  [author] Sep 3, 2024 @ 10:06pm 
@R A I D E N I dont understand the question
R A I D E N Sep 3, 2024 @ 6:27pm 
you can adapt it to weapons from star wars???????????
Mlie  [author] Aug 13, 2024 @ 10:53am 
@Rapturous Please see the Reporting Issues section described above
Rapturous Aug 13, 2024 @ 10:35am 
I have the same issue, projectiles come from an unrelated distant origin point and fly across the map to their destination. Can impact walls if they are between the random origin and the destination.
StatistNo1 May 1, 2024 @ 12:19am 
The problem is fixed, but for the purpose of documentation, here a HugsLib log: https://gist.github.com/HugsLibRecordKeeper/3c4c1d90936399a28bea121d02e97304
The first error happens after the game is started, the second after drafting a pawn equipped with a persona weapon.
StatistNo1 May 1, 2024 @ 12:02am 
I have added Better Projectile Origin to the <loadBefore< section in the about.xml on my side.
This shouldn't be an issue in the future.
Kyrox Apr 30, 2024 @ 11:59pm 
Resolved the Persona Bond Forge issue. Projectile Bullet Origin needs to be loaded after Persona Bond Forge. Do not load Bullet Origin before Persona Bond Forge. It will cripple your game.
StatistNo1 Apr 30, 2024 @ 12:03pm 
@Kyrox @Mile

I am taking a look at this. If I find a solution I will let you know.
KawwaK Apr 11, 2024 @ 1:10am 
This should be integrated in vanilla
DragonKing Mar 26, 2024 @ 5:13am 
@MONEY-HIPPO I have the exact same issue, did you ever resolve the problem?
Mlie  [author] Oct 17, 2023 @ 5:41am 
@MONEY-HIPPO Please see the section on reporting issues described above.
MONEY-HIPPO Oct 17, 2023 @ 4:54am 
If a wall exists while the bullet is flying, the bullet gets stuck in the wall and damages the durability of the wall.
MONEY-HIPPO Oct 17, 2023 @ 4:53am 
While this mode is in operation, there is a bug where the fired bullet is created in an unrelated distant space and flies to the final impact point.
avali gaming Jan 19, 2023 @ 8:45pm 
brb about to make a 30 foot long musket to take advantage of the new projectile spawnpoint
Mlie  [author] Dec 16, 2022 @ 1:17pm 
@Inglix They seem to have their own weapon-drawer, dont have the skill to work around it
Inglix Dec 15, 2022 @ 7:27pm 
@Mlie - Regarding the projectile origin not being correct on certain weapons, in at least some cases it's because the weapon textures are drawn at an angle, and their defs have an equippedAngleOffset value to orient the texture correctly in-game.

For a specific example, the laser sniper rifle from Vanilla Weapons Expanded - Laser is drawn with the muzzle of the gun pointed toward the upper right corner of the texture image, and its def has a value of 50 for equippedAngleOffset.

Not sure how motivated you are to address this since it only affects a small subset of the weapons out there, but hopefully this is helpful.
Mlie  [author] Nov 9, 2022 @ 10:21pm 
@NotoriousNix Please verify with only this mod loaded
NotoriousNix Nov 9, 2022 @ 8:51pm 
Hugs log, I flushed my old configs to see if they were causing issues, this is with a new mod list and config sets. I got some on game load errors.

https://gist.github.com/18f9aaa16b1940acaee5c93d6f213985
NotoriousNix Nov 8, 2022 @ 10:55pm 
So odd, out of nowhere this mod started turning weapons invisible. I'll post a log in a bit. I'm wondering if its something to do with alien race changes. One day it was fine then the next poof.
Blooest Nov 8, 2022 @ 9:52pm 
@Papi Fuego: I have a similar modlist, the same problem, and was chasing it for a while, didn't end up figuring it out but I'd be interested to see what you find. For the sake of your testing, that NRE does actually happen at startup too, line 6659 in your log, so you don't need to waste time loading into a save/etc.
Papi Fuego Nov 5, 2022 @ 7:14pm 
Whenever someone or a turret tried to fire, it fails to fire and spits out a ton of errors in the log. Its probably due to some incompatibility considering my friend has this installed and his works just fine. This is the log https://gist.github.com/5708094e51ded1413f03ddb89849f018 . The error that actually shows in the ingame log starts at line 7138. I have quite a large modlist so im not sure exactly what the culprit is but I plan to do some testing when I have the time. Just wanted to see if anyone here was able to figure it out from the log alone or has had similar issues in the past.
Mlie  [author] Oct 21, 2022 @ 3:16am 
@Kyrox Dont see why this mod should affect projectile speed?
Kyrox Oct 21, 2022 @ 2:28am 
Would be nice if this also sped up the projectiles.
NotoriousNix Oct 9, 2022 @ 1:44am 
Godlike qol mod.
Mlie  [author] Aug 9, 2022 @ 1:23am 
@Deadly Passion Fruit No error, just a warning. Ill fix it
Rapturous Aug 9, 2022 @ 12:49am 
Some sort of error with the projectile fix and show me your hands
https://i.imgur.com/boFnJ0t.png
Rapturous Aug 6, 2022 @ 12:28pm 
@Mlie That customisation like on the hand mod idea would be incredible. This could easily become a staple in just about every modpack out there that includes some enhances to graphics with that feature.

Mod is fantastic as is though, thanks for the post. :winter2019cooldog:
rex6564 Aug 4, 2022 @ 3:14pm 
awesome work man
Mlie  [author] Aug 4, 2022 @ 11:09am 
@Lurmey I may add a gui similar to the one used in the "Show me your hands" mod for individual fixing, depends on how popular the mod gets. Right now the mod just looks for the rightmost non-transparent pixel in all weapon-textures and assumes that is where the projectile should spawn.
Lurmey Aug 4, 2022 @ 11:01am 
Also worth noting, the plasma/beam weapons in XCOM 2 actually start the visible beam way back inside the weapon rather than at the end, since they don't use a "barrel" so to speak. Just look up a video of them firing and you'll see what I mean, especially on the Plasma Lance or Plasma Rifle.
Lurmey Aug 4, 2022 @ 10:57am 
Can you adjust the origin points for modded weapons or is that on the author of the weapons to do? I tested this with all of the new Vanilla XCOM Weapons (Conventional, Magnetic, Plasma, and Chosen) and found that all but the following work perfectly:

All sniper rifles (including Darklance) origins are too high above the muzzle.
All reaper weapons (vektor rifle, temnotic rifle, shadowlance) origins are too low below the muzzle.
All beam/plasma weapons origins are too far forward away from the muzzle.

I told the author of the weapons also. Not sure who does the adjustments so thought I'd let you know too! Thanks :)
Michiko Aug 4, 2022 @ 10:13am 
Works very nicely and no performance impact noticeable for me at all even with a bunch of other combat mods heheh.

It's super subtle but it's really nice to see the projectiles come from a more sensible location. Well done!
Mlie  [author] Aug 2, 2022 @ 2:31pm 
@endermaster56 If you want me to fix it you will have to find out what other mod is causing it as it works with no other mods loaded.
mynameactually Aug 2, 2022 @ 1:39pm 
Oh this an original. Nicely done.
Admiral Zander Aug 2, 2022 @ 12:45pm 
@crunch i dont have even close to that number, and none of the mods i have affect how projectiles spawn other than this one
Admiral Zander Aug 2, 2022 @ 12:43pm 
the break is that NO projectiles spawn. they start the warmup to fire, the warm up ends and nothing comes out
SalmonToastie Aug 2, 2022 @ 2:09am 
this is genius ahaha
Mlie  [author] Aug 1, 2022 @ 11:16pm 
@endermaster56 If your weapons and projectiles ”break” with this mod active only then I would like to know what you mean by it.
But the first step was to try with only this mod active, to see if it is a mod-conflict. If it is, then I can take a look at it if you figure out what other mod in your setup is triggering it.
I hope this explanation is easier for you to understand.
Crunch Aug 1, 2022 @ 5:17pm 
@endermaster56 that is likely mod conflict, don't get heated at a mod developer who isn't prepared to deal with your 400 mods
Admiral Zander Aug 1, 2022 @ 3:37pm 
and there was no new errors in the log
Admiral Zander Aug 1, 2022 @ 3:37pm 
what part of ":there wasnt any error" did you not see, guns and any kind of projectile just didnt work until i removed just this mod