VehicleRaid Framework
Добавить в игру через Steam
Нажмите «Подписаться»
На странице Steam войдите в аккаунт, если потребуется.
Подписаться
О материале
«VehicleRaid Framework» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
This framework allows creating mods that add raids using vehicles. In the mod configuration, you can add vehicles to game raids, settlements, mission settlements, and ambushes. Important notice: I will stop updating the mod, I'm bored of being a modder.
News
-
The vehicle injector for natural raids has been updated.
-
Faction icons will now have their respective colors.
-
The vehicle list is filtered by mod.
-
You can change the paint job of vehicles in the list.
-
You can add upgrades to vehicles if they have them.
-
Selected vehicles will also appear in settlements, mission settlements, map ambushes, and caravan ambushes. In some missions, vehicles will appear in the enemy list.
-
New behavior for vehicles without turrets: they are now used for transport.
-
Land Vehicles without Turrets: Pawn raiders using vehicles without turrets will use them for transport. Once they have eliminated a target and the next target is far away, they will re-enter the vehicle. -Ground vehicles with turrets: If there are passengers, they will simply get out; the driver and gunner will not. -Air vehicles without turrets: The air vehicle will first look for a Pawn not on a roof. The passengers will parachute out, and the air vehicle will immediately leave once all its passengers have jumped. If a target Pawn is on a roof, the air vehicle will look for an area where its passengers can jump before leaving the map. -Air vehicles with turrets: These will not leave the map. When they are close to their target, their passengers will parachute out; the driver and gunner will not. -Several errors in vehicle injection in natural raids have been fixed
-
If the raid arrives in transport pods, the vehicles will arrive by parachute, and the sound of a passing plane will be heard across the map. This prevents the narrator from ever choosing an aerial vehicle.
-
The Pawn raiders will attempt to repair the allied vehicle if there are no enemies nearby.
-
Vehicles can now be claimed depending on the selected pawn's crafting skill; the required skill varies depending on the vehicle.
-
Buttons have been added to copy and paste a list of vehicles for a faction.
-
A clear button has been added for the vehicle list of a specific faction.
-
An "Auto-fill" button has been added. This button will automatically assign combat points to vehicles based on their HP, armor, turrets, speed, and number of seats. The
-
"Auto-fill" button ignores aerial and boat-type vehicles. Vehicles with a range greater than 150, 200, or 250 will be assigned even more points than normal.
-
"Auto-fill" will also add ammunition, fuel, and upgrades to vehicles.
-
The _west texture is now optional. There is no longer a visual bug when the _west texture is missing for aerial vehicles.
-
The spawn point for boat-type vehicles has been corrected.
-
The mod's configuration interface has been improved by adding more options.
-
Options have been added to separate vehicle spawning, such as the Settlements, Outpost, and Ambush tabs.
-
Within these tabs, selecting a faction will reveal a new option: "Spawn budget (points): 600." These are points exclusively for vehicles. There is also an option within the vehicle configuration to force spawning.
-
A new tab, "Hover config," is used to edit and add flying vehicles. It's important that the base movement speed is never set to 0, or the vehicle won't launch. Once configured, click the "Export as Patch XML File" button. This will create an XML file in my mod's patches folder.The created patches include PatchOperationFindMod to prevent errors when a mod is removed from the list.
-
Aerial Vehicles Improved -Aerial vehicles will no longer trigger traps. -Aerial vehicles will no longer collide with pawns on the ground.
-
"Auto-fill" Button Improved -Auto-fill will now distribute ammo more efficiently. -The fuel bar has been removed and is now fixed at 100%.
-
Bug Fixes -Fixed an issue where some vehicles failed to fill the pawn seats. -Fixed a minor issue with NPC vehicle pathing.
-
Attempt #??? at fixing the issue where vehicles leave the map.
-
Compatibility with "The Dead Man's Switch - Motorized" mod.
-
Added a new tab to configure some auto-fill settings.
-
A new button has been added to each vehicle's settings, allowing you to configure which raid the vehicle will spawn in. There is also an identical button in the main settings tab that applies this configuration globally.
-
More options have been added to the settings tab.
-
A "?" icon has been added to certain settings, which provides a description of what that specific setting does.
-
Aerial vehicles now feature an invisible mortar projectile. This projectile deals no damage and constantly respawns; however, if it is destroyed by an anti-aircraft turret, the aerial vehicle will take 30 damage.
-
Added a new wait behavior for vehicles in certain raids, requiring them to wait at or defend a specific point.
-
Removed the vehicles that used to appear in the spawn tab of Dev Mode.
-
Air Vehicle Auto-Fill: Auto-fill can now select aerial vehicles and assign their flight type (either helicopter-type or airplane-type).
-
Siege Pod Support: Auto-fill can now select siege pod vehicles (such as the Goliath).
-
Siege Pod Raid Spawns: Siege pod vehicles will only drop during drop-pod type raids. You can change this in the settings to allow them to spawn in any raid type.
-
Flight Restrictions by Raid Type: Airplane-type aerial vehicles will not spawn in raids where they have to wait at a specific point; only helicopter-type vehicles can spawn in these scenarios.
-
Flight Speed & Handling: The flight and turning speed of aerial vehicles is now determined by the vehicle's movement speed in world map caravans.
-
Combat Flight Improvements: Improved combat flying behavior for airplane-type aerial vehicles.
-
NPC Vehicle Indicator: Added a notification/warning that indicates NPC vehicles present on the map.
Vehicles can now be claimed depending on the selected pawn's crafting skill; the required skill varies depending on the vehicle.
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
This mod adds several vehicles to the raids but it's not balanced; the "Auto-fill" button was used: https://steamcommunity.com/sharedfiles/filedetails/?id=3738823296
A new tab in settings, "Hover config," is used to edit and add flying vehicles. It's important that the base movement speed is never set to 0, or the vehicle won't launch. Once configured, click the "Export as Patch XML File" button. This will create an XML file in my mod's patches folder.
I want to thank Dingo Ananas for allowing me to use some of his code: https://steamcommunity.com/profiles/76561198000935993
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.