RimWorld
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Simple Sidearms - Switch Weapon
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Mod, 1.3, 1.4, 1.5
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12 listopada 2021 o 15:31
12 kwietnia o 16:16
Listy zmian: 18 ( zobacz )

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Simple Sidearms - Switch Weapon

Opis
Description:
Expands Simple Sidearms to allow easy switching of drafted colonists's weapons.

Pawns can be made to switch to ranged weapons regardless of their preferred setting or forced to use melee or unarmed fighting via four simple buttons.

This works for multiple selected pawns at once with a single click, no longer requiring you to select and switch the weapon for each pawn one by one.

Requires Simple Sidearms!

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Compatibility:
No known incompatibilities.

Please report any issues and include the HugsLib log (CTRL+F12) when reporting bugs,
it helps immensely tracking down what went wrong, thank you!

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Simple Sidearms: https://steamproxy.net/sharedfiles/filedetails/?id=927155256

GitHub: https://github.com/XT-0xFF/SimpleSidearms_SwitchWeapons

If anyone feels like implementing this into Simple Sidearms, feel free to do so, please tell me though, as I will then remove this mod.
Komentarzy: 142
Syrus  [autor] 30 sierpnia o 3:53 
Not sure what kind of shields you are talking about, the ones that stop bullets from vanilla RimWorld or modded (medieval'ish) ones.
Either way, it's not something this mod does aim to fix.
If you are talking about modded shields, the mod author of those should implement a way to make pawns not use shields when they are wielding an incompatible weapon

Last I played, I was using shields from some Vanilla Expanded mods, and, as far as I remember, those would not be used if a two handed weapon was switched to
Cybroxis 29 sierpnia o 18:29 
I was hoping that this would fix the problem of shields ALWAYS being used even when I currently want them to use a 2-handed weapon, leading to them holding for example a shotgun, but the use of said shotgun getting blocked by the shield. I don't want them to try and use the shield when they are trying to use a 2-handed weapon. If i tell them to use a sword/mace, they should use the shield. When I tell them to use a shotgun, they should put the shield away. Very frustrating. I assume your mod doesn't do that?
VitaKaninen 13 kwietnia o 23:18 
In the Vanilla Expanded world, you get bonuses when a pawn is holding a hammer when building, or a wrench when fabricating, or a scalpel when tending, etc. So you want them to swap to that tool when they are doing that task. There is a mod that does that, though.

https://steamproxy.net/sharedfiles/filedetails/?id=2947023388
yellowdotchuck 13 kwietnia o 16:28 
Ah, okay.
Syrus  [autor] 13 kwietnia o 16:27 
Simple Sidearms and subsequently this mod as well rely a lot on pawns being drafted.
Not saying it's impossible to get working somehow, but my attempts didn't work out as desired.

Not really sure why you need to be able to switch weapons on pawns doing such automated things anyway. Set them to ranged if you want them to carry ranged weapons, they will automatically switch to weapons more suited to closer range or melee by Simple-Sidearms-default. If you need more fine control, draft the pawn.

The only situation where I can imagine switching being helpful is if you got a melee-prefering pawn and want to set them to carry a ranged weapon while in guard mode...
I could add an option which patches the "prefered" setting so that it is always "ranged" while drafted or in guard mode.
yellowdotchuck 13 kwietnia o 14:49 
Okay. I was wondering if it was possible for them to switch like in drafted as in "work mode."
Syrus  [autor] 13 kwietnia o 12:39 
Alright, I got preventing pawns from switching weapons while in guard mode to work - but once they engage in combat and switch their weapon, for example due to coming into close combat, they will not switch back to what they were set to. Even the "force weapon" is ignored. Neither will they switch back to their preferred weapon, staying with whatever they ended up last.

I'm not sure if that's what you would want, and I'm not sure how else to really implement this from my side. My advise would be to set everyone to "Ranged" as prefered, as I always do, that solves most of such issues in my opinion, especially because pawns will switch to melee when necessary.
yellowdotchuck 13 kwietnia o 0:53 
I see. Why not try when in guard mode or reaction force if checked in?
Syrus  [autor] 13 kwietnia o 0:52 
If weapons stayed switched beyong being drafted, pawns would never switch back - weapon preferences would then not matter anymore and you would have to switch back manually if you for example made someone equip explosives. That could be what some people want, but overall I think it's preferable to have the switch matter while drafted only.
yellowdotchuck 12 kwietnia o 23:00 
@Syrus I think the problem is that it deactivates when draft is on and not when weapons are equipped. Maybe make it like how Simple Sidearms did and have it equipped with range since perhaps needing drafted is the issue.