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combatextended's Issues

mental break: nature retreat fail to reload weapon

when a pawn goes in a mental break "Nature retreat" they wil use up their magazine and then go into an infinate loop of trying to reload i have the error message here hope this helps

Vas started 10 jobs in one tick. newJob=BreakHunt (Job_3717507) A=Thing_Hare829618 jobGiver=Psychology.JobGiver_GoHunting jobList=(BreakHunt (Job_3717497) A=Thing_Hare829618) (ReloadWeapon (Job_3717498) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717499) A=Thing_Hare829618) (ReloadWeapon (Job_3717500) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717501) A=Thing_Hare829618) (ReloadWeapon (Job_3717502) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717503) A=Thing_Hare829618) (ReloadWeapon (Job_3717504) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717505) A=Thing_Hare829618) (ReloadWeapon (Job_3717506) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717507) A=Thing_Hare829618) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

LMG 총 사격관련해서 문제있다.

갤러리 글보고 봤는데

aiAimMode가 SuppressFire로 잡혀있는건 다

갤러리 스샷처럼 저렇게 멈추더라고

그래서 AimedShot으로 바꿔놨더니 앞으로가서 잘 사격함

Improve LoS

Can't shoot if colonist is blocking their sight. Lets patch this ignore los if friendly.
And show report that friendly pawn can hit

"Update" problem

If i update this faster than NIA, my version will be more popular so NIA might give this project's right to me.
But im a student and i can be unavailable in any time.
And i will appreciate for any issues/feature request.
I have low knowledge in physics.

So. This happen?
(Original creator give up -> orher dev picks up this project -> ababdon -> .....)

Wild man error

Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object

at CombatExtended.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in :0

at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in :0

at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in :0

Verse.Log:Error(String, Boolean)

Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)

Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)

Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)

Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()

Verse.AI.Pawn_JobTracker:JobTrackerTick()

Verse.Pawn:Tick_Patch1(Object)

Verse.TickList:Tick()

Verse.TickManager:DoSingleTick()

Verse.TickManager:TickManagerUpdate()

Verse.Game:UpdatePlay()

Verse.Root_Play:Update()

Weapon weight limit system

Pawns can't carry weapons more than pawn's weapon weight limit.
This limit can be increased with Manipulation, Shooting/Melee skill.

if pawn get a shot in hand/shoulder/etc, pawn may drop holding weapon due to limit.
(Or rng)

Readme

I'm going to update CE very low frequency.
Because I have to do school stuff, and more.
Sorry.

Bullets dont hit pawns

Bullets stop in the air when trying to shoot animals/people but when shooting a wall it doesn't.

Bow error

Try to shoot something even has no ammo

BodyPartDefs are not consistent with vanilla

Vanilla Rimworld recently [B19] updated all BodyPartGroups. It hasn't been updated in this push since Feb.

For example, instead of "LeftArm" and "RightArm", it's now "Arm".

Not a huge issue, but would help out with compatibility.

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