RimWorld

RimWorld

3,688 vurderinger
Melee Animation
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Mod, 1.4, 1.5, 1.6
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Opdateret:
58.641 MB
9. mar. 2023 kl. 10:25
30. aug. kl. 3:40
69 ændringsbemærkninger ( vis )

Abonner for at downloade
Melee Animation

Beskrivelse
Adds detailed animations to melee combat, and new melee combat mechanics.
This mod aims to spice up the regular Rimworld melee combat by adding custom hand-made animations for attacking & moving, and for new melee mechanics: duels, executions and Unique Skills. The mod also (optionally) adds lassos, to pull enemies into melee range.

Quick start guide
  • Install mod. Equip a pawn with a compatible melee weapon.
  • Draft the pawn. Right click on a target to bring up options to execute, lasso, use a skill or duel.
  • Your pawns (and enemies!) will automatically perform executions, use lassos, and enter duels whenever they can.
  • Place down a Duel Spot (in Misc tab) to do friendly duels between your colonists.
  • You can craft lassos at a tailor bench. You can change how your colonists use their lasso/execution in the Assign tab.
  • Absolutely everything can be customised in the mod settings. Please check the settings carefully!

Compatibility
Compatible with:
  • All the mods listed here.[github.com] Other mods may be compatible if they provide their own patches. If a mod is not patched, it can't do melee animations.
  • Combat Extended
  • Simple Sidearms (I recommend it!)
  • Yayo's Animation
  • NALs Facial Animation (and derived mods)
  • Vanilla Backgrounds Expanded. My mod adds a special dynamic background featuring artwork by @no_tables. Check it out!
  • HAR modded races, biotech races.
NOT compatible with:
  • Multiplayer.
  • RimThreaded, probably. This mod has multithreading built-in. Attempt to run both at your own risk.
  • Duel wield, soft incompatibility. Only a single weapon out of the melee dual wield will be shown, but they are both still functional.

What does this add and what does it change?
All compatible melee weapons have attack, execution and duel animations based on the type and size of weapon.
'Standard' melee combat does not change. There are new animations when pawns attack, but mechanically nothing changes. However, there are several new (optional) mechanics:

  • Executions: Despite the name, an execution animation is not always lethal. An execution animation is where the attacking pawn will perform a flashy melee attack animation on the victim pawn, and the end result will be either death, downing or injuring of the victim. The outcome is determined based on a combination of melee skill, armor, weapon pen, damage type etc.
  • Duels: When two pawns with valid melee weapons are fighting, they may enter a Duel. A Duel is a 1-on-1 melee fight with a custom dynamic animation. The outcome of a duel is determined by each pawn's Duel Ability stat, and the winner of the duel will perform an Execution on the loser. There are also friendly duels between your colonists, which serve as recreation and training.
  • Lassos: A lasso can be equipped and serves as a way to quickly pull an enemy into melee range. Pawns will combine their lasso with their Execution to quickly pull an enemy into melee range and instantly perform an Execution on them! Lassos can also be used to pull friendlies out of harm's way.
  • Unique Skills: Pawns can unlock Unique Skills when they meet certain conditions. These skills are normally powerful attacks or abilities (animated of course) that are highly deadly but come with drawbacks. See the table below for the current list of Unique Skills.


Skill Name
Requirements
Description
Outcome
Mystic Weapon Summon
Level 5 Psylink and Level 10 Melee
Summons dozens of weapons to impale a single target.
Target is killed (100%) and caster falls into a ~3 day psychic coma
Scarlet Edge
Equip weapon 'Scarlet Edge' and Level 16 Melee
Moving faster than the eye can follow, strike a single enemy down. Very edgy.
Target is killed (100%) and attacker receives a mood penalty.
Lance Ultrakill
Equip weapon 'Gáe Bulg' (from mod Rimforge) and Level 18 Melee
Kill a single target in a complex and stylish animation that launches them into the air.
Target is killed (100%). Long cooldown.

FAQ
  • Add/remove mid game?
  • Yes, but when removing make sure to delete any items added by this mod (lasso, weapons) and make sure no pawns are in an animation when you save.
  • Can I change xyz??
  • Please carefully read through the mod settings. There are over 40 options. If that's not enough leave a comment and I will add the customisation option.
  • I don't like X part of this mod
  • See previous question. Almost everything can be disabled.
  • A certain melee weapon mod isn't compatible, can you make it compatible?
  • I am always working to make mods compatible. Mod authors can also make their mods compatible, here is a guide.[github.com]. By default this mod anonymously logs the ID of incompatible mods, letting me know what mods to make patches for. You can opt out of this anonymous logging in the mod settings under the Other tab. Logging is not active the first time you launch the game with this mod.
  • Something isn't working. Where can I report a bug?
  • Please report bugs in the Bugs thread on this workshop page. You must include an error log or I will ignore your report. You can also help be submitting a pull request to the Github repository.
  • Unarmed animations? Gun animations?
  • Gun animations: no. It's called Melee Animation for a reason :) That includes using the gun as a melee weapon.
    Unarmed animations: maybe, in the distant future. It's hard to design unarmed combat animations when arms, legs and sometimes hands are invisible.
  • How can I create new animations?
  • See this guide on Github! Link here.[github.com]

Known issues
  • Zombieland zombies cannot be executed. Will not be fixed, it's just the way that Zombieland works :/
  • Rocketman may cause some visual issues because it lowers the tickrate of pawn components. May be fixed in future.
  • Weapon glow masks do not work in some animations. This is a shader issue, may be fixed in future if I can figure out how the vanilla shader works.

Future plans
  • More animations! More variety! More compatible mods!
  • An API for other mod developers to use.

Support Me
I have a KoFi for one-off donations :)[ko-fi.com].
You can also support me by checking out Radian Helix's patreon[www.patreon.com]. Radian Helix is made up by the folk's responsible for Save Our Ship, and I'm working with them on Project Morningstar, an upcoming game Rimworld players are sure to enjoy!
Populære diskussioner Vis alle (13)
466
4. nov. kl. 17:09
FASTGJORT: Bugs
Epicguru
264
10. okt. kl. 11:35
FASTGJORT: Feature suggestions
Epicguru
3
3. juli kl. 6:01
1.6 log reporting missing attribute for MA
moo
1.705 kommentarer
Goobs For 19 timer siden 
There's more to it. Disabling your mod fixed the crash. Re-enabling another set of mods, thinking I'd found the problem, has reintroduced the crash. Obviously something else has broken interactions with multiple mods. Disregard, I guess.
Epicguru  [ophavsmand] For 21 timer siden 
"broken *transpiler patch"
Epicguru  [ophavsmand] For 21 timer siden 
Unfortunately your chatbot is wrong on almost all fronts. The AM.Events warnings (not errors) are expected and harmless.

The GUI clip pushing error is an indication that some UI is broken, but it doesn't mean that it was cause by 'a UI mod', it could because caused by absolutely anything. For example, if a mod sets a pawn's name to null then you open any vanilla UI, you will get an exception like that as the UI breaks.

The actual crash is caused not by the UI but rather the UI catching an exception and, when trying to print the stack trace, the stack trace itself fails to be walked. This is normally caused by seriously ♥♥♥♥♥♥ IL code such as a broken transport patch.

I'm not going to tell you that the crash definitely wasn't caused by this mod, but it likely wasn't. If you can send full logs (both player.log and the crash dump) rather than the chatbot log, I can look into it more.
Goobs For 23 timer siden 
However much weight you want to put into a Gemini Pro diagnosis; all I can say is disabling this mod is what finally resolved a long-running crash issue I was having.

https://pastebin.com/AivbV5hP

The crash is almost certainly caused by a mod that adds or modifies an inspect tab.

Evidence 1 (Previous Log): The AM.Events errors (from a mod creating sounds, gore, etc.) were happening repeatedly.

Evidence 2 (Previous Log): The GUI Error: You are pushing more GUIClips than you are popping error shows a UI mod is already "leaking" and unstable.

Evidence 3 (Stack Trace): The crash happened inside Verse.InspectTabBase (the code for inspect tabs).
BastardBlade 29. okt. kl. 3:14 
I hate to ask but can you add compatibility to ↁ Elves (Continued) Mod when you get the chance, there's a TON of melee weapons in that mod.
ТыМнеНеНравишься 26. okt. kl. 13:28 
Bro, animations is good, but lasso is absolutely broke this game. also stunlock finishers too.
DrakonDawn 24. okt. kl. 6:25 
There seems to be some odd behaviour with Vanilla Vehicles Expanded.
If an enemy pawn lassos a vehicle that is a caravan, it will be deleted and act as if the caravan has been lost.
To anyone who is using Vehicles, you can set the "max pawn size" below 3 in the lasso settings to prevent your multi-ton vehicles from being lassoed.
CroniX 22. okt. kl. 14:48 
Are duels against the enemy implemented?
vexxn0va 22. okt. kl. 11:40 
Why do duels never happen against the enemy? I would guess technical issues but I havent seen anyone really talk about it much.
Paolini 18. okt. kl. 11:56 
Ohhh this is really awesome, was getting so sick of the forced Swaying yayo gave to everyone