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VehicleRaid Framework

This framework allows creating mods that add raids using vehicles.

News

  • Previously, the vehicle used the pawn AI for both the driver and the gunner; now those pawns are without AI when they are inside the vehicle.
  • Pawn AI has been added to NPC vehicles.
  • NPC vehicles can now destroy walls.
  • NPC vehicles do not spend ammo when their objective is to destroy a wall.
  • NPC vehicle crew members can eat any food when they need to.
  • Added requirements for the NPC vehicle to leave the map:
    - Running out of ammo.
    - Only the driver remains alive.
  • Added seat swapping: if the driver dies or becomes unconscious, the person controlling the turret will become the driver or a passenger; if the one controlling the turret dies and there is a passenger, the passenger will take over the turret.
  • Added fuel tank resupply if the NPC vehicle's inventory has fuel.
  • If any important component of the NPC vehicle is destroyed, the crew will get out of the vehicle immediately.
  • Several alerts from NPC vehicles were removed.
  • If Vanilla Vehicles Expanded is used, damage from braking or turning sharply was removed.
  • The selected NPC vehicle window will have limitations (unless god mode is active) such as not dropping items from the vehicle inventory, moving passengers, painting the vehicle, or renaming the vehicle.
  • Generation according to the NPC vehicle's combat points.
  • The percentage of NPC Vehicles and Pawns on foot can be adjusted.
  • Pawns on foot will follow the nearest NPC vehicle or the main NPC vehicle defined by XML.
  • Added an optional block in the XML that prevents NPC vehicles and/or Pawns on foot from spawning.
  • Added an option to force the spawn of NPC vehicles and/or pawns on foot. This ignores the raid points and the previous point.
  • Added an <isMortar>true</isMortar> option for Burya and Scytheman type vehicles. By having this, vehicles like the Scytheman will use another behavior: they will stay at the edge of the map and look for the best position to fire.
  • Colony pawns will no longer attempt to resupply NPC vehicles with either ammunition or fuel.
  • Important change in RaidStrategy: previously you could only add one faction, now you can add multiple factions. (See the GitHub XML file.)
  • The option to add vehicles to defend settlements has been added.
  • A new behavior has been added for pawns on foot: they will now seek out a vehicle to join, either as the driver, gunner, or passenger.
  • The behavior of pawns on foot following a specific vehicle has been removed; now they will simply follow any nearby vehicle.
  • Added the option to create an incident that triggers a merchant caravan and a commercial aerial vehicle (for now I only touched helicopters, I am unsure what would happen with a plane).
  • When either of these two incidents is added, if they are allies, an option to call these merchant vehicles will be unlocked in the communications console.
  • If it is a land vehicle, it will take 40% less time to reach the colony and will cost 35 relation points.
  • If it is an aerial vehicle, it will take 65% less time to reach the colony and will cost 30 relation points.
  • Flight system for helicopter-type vehicles from the Vehicle Framework, added for both raids and players.
  • Added a button to take off / land.
  • The vehicle can pass through walls.
  • Flight operates through an angle-based system.
  • The texture changes depending on the angle. Changes occur on diagonals.
  • It is mandatory to have the _west texture to avoid texture errors (you can simply flip the _east texture using an editing program or website).
  • Vehicle Framework code was used to allow pawns to jump and use parachutes.
  • Added a button to select a pawn to eject from the vehicle and use a parachute.
  • If the vehicle is destroyed while in flight mode, all pawns inside will be ejected instantly and will use parachutes.
  • If the vehicle runs out of fuel or has no pawns inside, it will crash.
  • Added a button to make the vehicle face toward a specific point continuously.
  • Added a button to attack a target from the front.
  • Vehicles in flight mode cannot be attacked via melee; they are ignored.
  • Vehicles in flight mode can still be targeted and attacked by ranged weapons.
  • Vehicles in flight mode will not attack pawns that are under a thick mountain roof, but they will attack if they are under a constructed roof or thin mountain roof.
  • Pawns cannot shoot at the vehicle in flight mode if they are under a thick mountain roof.
  • The aerial vehicle will seek the best position to fire in enclosed spaces.
  • The aerial vehicle will move if it has a pawn considered hostile beneath it.
  • The AI ​​of the NPC vehicle for turrets with limited ranges was improved.
  • Airplane-type vehicles were added to the flight system.
  • Warnings were added if the vehicle's engine and fuel tank fail while in flight mode.
  • If the engine fails while the vehicle is in flight mode, it will crash within 3 seconds.
  • Options have been added to change the color of NPC vehicles.
    -First option: This is to set a specific color; "pattern" is optional.
    <colorConfig>
    <mode>Fixed</mode>
    <colorOne>(0.2, 0.2, 0.8)</colorOne>
    <colorTwo>(0.1, 0.1, 0.5)</colorTwo>
    <colorThree>(0.9, 0.9, 0.9)</colorThree>
    <pattern>Tiger</pattern>
    </colorConfig>
  • Second option: This will use the faction icon color; "pattern" is optional.
    <colorConfig>
    <mode>Faction</mode>
    <pattern>Woodland</pattern>
    </colorConfig>
  • An option to add vehicles to the game's natural raids has been added to the mod settings.
    - Upon entering the mod settings, a list of all factions will be displayed.
    - Selecting a faction will display a list of all available vehicles.
    - Each faction manages a different list of vehicles.
    - Each vehicle's combat power (its point cost to the storyteller) can be configured. The minimum points required for the storyteller to spawn the vehicle can also be set. Ammunition and fuel costs can also be configured. For now, only helicopters with their helicopter flight option are available for aerial vehicles.
    - A button has been added to the faction list to export and import configurations. Exports will be located in AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\VehicleRaidFramework\Presets. These exports can be placed in the root folder of a mod within a folder called "NaturalRaidPresets".

To create your raids with vehicles, check out my GitHub repository: https://github.com/Gabrieel1483/VehicleRaid-Framework

Here you can try an Imperial raid, which is a test mod I have and I constantly update along with this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3723873674

This is for testing the flight system for helicopter-type vehicles: https://steamcommunity.com/sharedfiles/filedetails/?id=3728012803

Flying vehicle of the airplane type: https://steamcommunity.com/sharedfiles/filedetails/?id=3730464755

I want to thank Dingo Ananas for allowing me to use some of his code: https://steamcommunity.com/profiles/76561198000935993

You can support my future projects at: https://ko-fi.com/gabrieel1482

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