rimworld моды run and gun

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RunAndGun 1.3 Test build

Your colonists can never be a true Rambo if they cannot gun while they are running. Therefore, this mod adds a mode that, when enabled, allows drafted colonists to shoot
while moving at the cost of an accuracy and movement penalty.These penalties can be modified in the mod settings of this mod.
Some things to take into account:
— Fire at will should be enabled. Firing manually will cause the pawn to stop running.
— RunAndGun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands.
— The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting. So don’t bother disabling RunAndGun every time you just want your pawn to walk somewhere.

This mod depends on Hugslib, so make sure that mod loads before this mod does.

This mod should be compatible with existing saves, and removing the mod from saves shouldn’t introduce problems. Moreover, this mod should be compatible with most other mods (including Combat Extended). However, keep in mind that this is hard to test for me by myself, and this is the first release.
Therefore some issues regarding mod compatibility are bound to come up. Most issues that come up should be easy to fix, so please report any problems.

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RunAndGun

Seriously, I get this a lot. But please, take a look at the mod settings, you can make RunAndGun as useless or as OP as you want. This makes saying that this mod is overpowered is as silly as saying your television is too loud because you never figured out how to tweak the volume. Also, don’t forget enemies also run and gun. At its default settings RunAndGun may make the early game easier as it makes kiting easier. But during later games it makes large raids much more chaotic and harder to handle.

NPC pawns are also capable of Running and Gunning. This can be disabled in the mod settings if that is too intimidating for you.
— Fire at will should be enabled. Firing manually will cause the pawn to stop running.
— Run&Gun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands.
— The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting. So don’t bother disabling Run&Gun every time you just want your pawn to walk somewhere.
— The accuracy penalty is only applied when pawns with RunAndGun enabled are actually moving, so don’t bother disabling RunAndGun every time a pawn stands still while shooting.
— The movement penalty depends on the heavyness of a weapon. A weapon can either be heavy or light. Light weapons get a lower movement penalty compared to heavy ones. What is considered a heavy/light weapon can be configured in the mod settings.
— Enemy pawns will also run and gun while fleeing. However, the chance that they do this can be configured in the mod settings.
— By default, RunAndGun can be activated with any weapon. RunAndGun can be forbidden for certain weapons in the mod settings though.

— English
— Japanese (by Proxyer)
— Russian (by kr33man)
— Korean (by LazyDog)
— French (by kaptain_kavern)
— German (by RoffeIchen)
— Traditional + simplified Chinese (by VaniatD)
— Italian (by Un pefhiolino)

All issues communicated to me that I could reproduce are solved as far as I know. This does not necessarily mean no issues exist. Please let me know if you find any issues. I want them gone as bad as you.

This mod depends on Hugslib, so make sure that mod loads before this mod does.

— Is compatible with existing saves.
— Works very well with Giddy-up! Battle mounts, as it allows pawns to shoot while riding.
— No known compatibility issues with other mods. Please let me know if you find any.

I would like to implement the following features but do not promise anything. The list is ordered by priority (highest priority on top).

— Allow the AI to use RunAndGun, can be turned off in the mod options
— Option in the mod settings that can toggle if enemy pawns can fire while they are fleeing
— Make the movement penalty dependent on the gun that is being used (suggested by: Not Birthday Boy (Alfons)).
— Adding a mod option that allows users to forbid RunAndGun for certain weapons.
-Extra movement penalty when pawns are shooting while running backwards.
-Making the movement and accuracy penalty dependent on the shooting skill while allowing users to configure this.
-Allowing melee weapons to be used while running.

— Pardeike a.k.a. Brrainz for creating Harmony on which this mod relies so much.
— UnlimitedHugs for creating Hugslib, and saving me a lot of time.
— The translators for making this mod accessible for a larger audience and doing a great job.
— Anyone else providing feedback and support!

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-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
-If you developed a mod adding animals, you can contact me so we can make a patch that ensures that the default mod options (forbidding animals and setting drawing priorities) are configured well for your mod.

I’m currently no longer active as modder because I’m working on my own game now. I do intend to keep my mods alive, but won’t add any new content.

The game I’m working on right now (with Oskar Potocki) is called Cursed Crew.
Cursed crew is a roguelike crew management game taking place on a 17th century ship in a fantasy setting. You control a captain that needs to keep the ship’s crew alive in a harsh world with environmental hazards, pirates, stowaways, sea monsters and more. More info can be found on the Discord server of our game:

You can also check out the Patreon page [www.patreon.com] of Cursed Crew if you’d like to know more, or if you’d like to support us.

If you really like my mods, please consider buying me a coffee, it would make my day 🙂
[ko-fi.com]

Источник

Подпишитесь, чтобы загрузить
RunAndGun

Seriously, I get this a lot. But please, take a look at the mod settings, you can make RunAndGun as useless or as OP as you want. This makes saying that this mod is overpowered is as silly as saying your television is too loud because you never figured out how to tweak the volume. Also, don’t forget enemies also run and gun. At its default settings RunAndGun may make the early game easier as it makes kiting easier. But during later games it makes large raids much more chaotic and harder to handle.

NPC pawns are also capable of Running and Gunning. This can be disabled in the mod settings if that is too intimidating for you.
— Fire at will should be enabled. Firing manually will cause the pawn to stop running.
— Run&Gun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands.
— The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting. So don’t bother disabling Run&Gun every time you just want your pawn to walk somewhere.
— The accuracy penalty is only applied when pawns with RunAndGun enabled are actually moving, so don’t bother disabling RunAndGun every time a pawn stands still while shooting.
— The movement penalty depends on the heavyness of a weapon. A weapon can either be heavy or light. Light weapons get a lower movement penalty compared to heavy ones. What is considered a heavy/light weapon can be configured in the mod settings.
— Enemy pawns will also run and gun while fleeing. However, the chance that they do this can be configured in the mod settings.
— By default, RunAndGun can be activated with any weapon. RunAndGun can be forbidden for certain weapons in the mod settings though.

— English
— Japanese (by Proxyer)
— Russian (by kr33man)
— Korean (by LazyDog)
— French (by kaptain_kavern)
— German (by RoffeIchen)
— Traditional + simplified Chinese (by VaniatD)
— Italian (by Un pefhiolino)

All issues communicated to me that I could reproduce are solved as far as I know. This does not necessarily mean no issues exist. Please let me know if you find any issues. I want them gone as bad as you.

This mod depends on Hugslib, so make sure that mod loads before this mod does.

— Is compatible with existing saves.
— Works very well with Giddy-up! Battle mounts, as it allows pawns to shoot while riding.
— No known compatibility issues with other mods. Please let me know if you find any.

I would like to implement the following features but do not promise anything. The list is ordered by priority (highest priority on top).

— Allow the AI to use RunAndGun, can be turned off in the mod options
— Option in the mod settings that can toggle if enemy pawns can fire while they are fleeing
— Make the movement penalty dependent on the gun that is being used (suggested by: Not Birthday Boy (Alfons)).
— Adding a mod option that allows users to forbid RunAndGun for certain weapons.
-Extra movement penalty when pawns are shooting while running backwards.
-Making the movement and accuracy penalty dependent on the shooting skill while allowing users to configure this.
-Allowing melee weapons to be used while running.

— Pardeike a.k.a. Brrainz for creating Harmony on which this mod relies so much.
— UnlimitedHugs for creating Hugslib, and saving me a lot of time.
— The translators for making this mod accessible for a larger audience and doing a great job.
— Anyone else providing feedback and support!

-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
-If you developed a mod adding animals, you can contact me so we can make a patch that ensures that the default mod options (forbidding animals and setting drawing priorities) are configured well for your mod.

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I’m currently no longer active as modder because I’m working on my own game now. I do intend to keep my mods alive, but won’t add any new content.

The game I’m working on right now (with Oskar Potocki) is called Cursed Crew.
Cursed crew is a roguelike crew management game taking place on a 17th century ship in a fantasy setting. You control a captain that needs to keep the ship’s crew alive in a harsh world with environmental hazards, pirates, stowaways, sea monsters and more. More info can be found on the Discord server of our game:

You can also check out the Patreon page [www.patreon.com] of Cursed Crew if you’d like to know more, or if you’d like to support us.

If you really like my mods, please consider buying me a coffee, it would make my day 🙂
[ko-fi.com]

Источник

Что нужно учитывать:

Имеется русский перевод Kr33man

Обсуждение материала:
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На некоторых да, нет даже такой опции, но там где она есть, все работает, как буду в игре попробую проверить каждый душ.

P.S. Решил долго не ждать, проверил сразу. Я честно сказать не думал, что в самой игре этих душей всего 3, остальные у меня CC контент )) в итоге два, которые типа для помещений нет пунктов, а тот который уличный, на две клеточки, там есть и пункт и все работает. И у кастомных душей, если они базируются на «одноклеточных» нет пункта, а у душей на две клетки есть и пункт и работает анимация.

Не хочу сильно расписывать и вдаваться в подробности, но.
Раз MCCC без проблем заменяется S4CM, то как в последнем сделать:
— запретить некоторые черты, чтобы они не присваивались NPC при генерации личности?
— запретить некоторые виды одежды и/или причесок, чтобы они не присваивались NPC симам?
— запретить автономное использование «злобных» действий или «пакостей»?
— уменьшить/увеличить популяцию (не имеющуюся в текущем игровом процессе, а при рождении детей, для контроля популяции тех или иных видов) вампиров, магов, русалок. или вообще запретить какой-то вид?
— изменить скорость получения навыков при его изучении или действии с каким-то предметом? Не мгновенное получение максимального, а именно изучение, т.к. при мгновенном получении многие награды за «изучение» не даются (это если кто не в курсе)!

я могу еще много примеров привести, но и этого достаточно, чтобы показать тот факт, что S4CM и MCCC не заменяют друг друга, у них есть похожие функции, которые можно применять при вызове меню того или иного мода, некоторые из них взаимозаменяемые (можно сделать либо в одном, либо в другом) но влияния на игровой процесс оказывает только MCCC. S4CM может только скорость течения игрового времени изменять (из разряда «постоянного» влияния).

Я не собираюсь ни восхвалять, ни принижатькакой-то из модов, они оба полезные, но у каждого есть свои плюсы и они друг-друга не заменяют в принципе (схожие функции и действия не в счет, их мало, до замены одного другим не дотягивает).

На счет остального описанного в принципе да, все так, но тоже есть что поправить и уточнить, но оно не так принципиально как заявление о замене MCCC на S4CM! Это мнение в корне неверно!

Источник

RunAndGun

Uploaded · Published October 22, 2018 · Updated July 22, 2021

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Author: roolo

Last revision: 21 Jul at 20:23 UTC (8)

File size: 29.75 MB

Description:

Seriously, I get this a lot. But please, take a look at the mod settings, you can make RunAndGun as useless or as OP as you want. This makes saying that this mod is overpowered is as silly as saying your television is too loud because you never figured out how to tweak the volume. Also, don’t forget enemies also run and gun. At its default settings RunAndGun may make the early game easier as it makes kiting easier. But during later games it makes large raids much more chaotic and harder to handle.

NPC pawns are also capable of Running and Gunning. This can be disabled in the mod settings if that is too intimidating for you.
– Fire at will should be enabled. Firing manually will cause the pawn to stop running.
– Run&Gun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands.
– The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting. So don’t bother disabling Run&Gun every time you just want your pawn to walk somewhere.
– The accuracy penalty is only applied when pawns with RunAndGun enabled are actually moving, so don’t bother disabling RunAndGun every time a pawn stands still while shooting.
– The movement penalty depends on the heavyness of a weapon. A weapon can either be heavy or light. Light weapons get a lower movement penalty compared to heavy ones. What is considered a heavy/light weapon can be configured in the mod settings.
– Enemy pawns will also run and gun while fleeing. However, the chance that they do this can be configured in the mod settings.
– By default, RunAndGun can be activated with any weapon. RunAndGun can be forbidden for certain weapons in the mod settings though.

– English
– Japanese (by Proxyer)
– Russian (by kr33man)
– Korean (by LazyDog)
– French (by kaptain_kavern)
– German (by RoffeIchen)
– Traditional + simplified Chinese (by VaniatD)
– Italian (by Un pefhiolino)

All issues communicated to me that I could reproduce are solved as far as I know. This does not necessarily mean no issues exist. Please let me know if you find any issues. I want them gone as bad as you.

This mod depends on Hugslib, so make sure that mod loads before this mod does.

– Is compatible with existing saves.
– Works very well with Giddy-up! Battle mounts, as it allows pawns to shoot while riding.
– No known compatibility issues with other mods. Please let me know if you find any.

I would like to implement the following features but do not promise anything. The list is ordered by priority (highest priority on top).

– Allow the AI to use RunAndGun, can be turned off in the mod options
– Option in the mod settings that can toggle if enemy pawns can fire while they are fleeing
– Make the movement penalty dependent on the gun that is being used (suggested by: Not Birthday Boy (Alfons)).
– Adding a mod option that allows users to forbid RunAndGun for certain weapons.
-Extra movement penalty when pawns are shooting while running backwards.
-Making the movement and accuracy penalty dependent on the shooting skill while allowing users to configure this.
-Allowing melee weapons to be used while running.

– Pardeike a.k.a. Brrainz for creating Harmony on which this mod relies so much.
– UnlimitedHugs for creating Hugslib, and saving me a lot of time.
– The translators for making this mod accessible for a larger audience and doing a great job.
– Anyone else providing feedback and support!

-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
-If you developed a mod adding animals, you can contact me so we can make a patch that ensures that the default mod options (forbidding animals and setting drawing priorities) are configured well for your mod.

I’m currently no longer active as modder because I’m working on my own game now. I do intend to keep my mods alive, but won’t add any new content.

The game I’m working on right now (with Oskar Potocki) is called Cursed Crew.
Cursed crew is a roguelike crew management game taking place on a 17th century ship in a fantasy setting. You control a captain that needs to keep the ship’s crew alive in a harsh world with environmental hazards, pirates, stowaways, sea monsters and more. More info can be found on the Discord server of our game:

You can also check out the Patreon page [www.patreon.com] of Cursed Crew if you’d like to know more, or if you’d like to support us.

Required items:

Click the title to search on this site.

Revisions:

Old revisions of this mod are available below. Click the link to download.

Источник

Компьютерный онлайн портал