RimWorld

RimWorld

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CE Aimbot 2.0
   
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Mod, 1.6
File Size
Posted
2.963 MB
18 Aug @ 8:21am
1 Change Note ( view )

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CE Aimbot 2.0

In 1 collection by LikewiseHH
Likewise Rimworld Mods
13 items
Description
Description
  • This mod adds an aimbot (a helper algorithm) to Combat Extended that automatically sets the firing mode (single, burst, auto) and aiming mode (aimed, snapshot, suppress)
  • You can activate/deactivate using the aimbot on each drafted pawn with a ranged weapon
  • The beauty of it: You can fully customize the rules in the mod settings
  • Settings can be applied per weapon tag or per weapon def name with both operators for exact matches or contains
  • The first matching rule wins. If no rule applies then the default settings at the top of the menu are applied as default
  • I tried to add a lot of safety logic and checks. For instance, full auto is never applied to a sniper rifle if it doesn't support anything but single shot

Dependencies
Obviously, Combat Extended. Moreover, you need Harmony

How to validate the mod behavior
  • Just draft a pawn and see that the firing and aiming mods are auto applied based on distance
  • Check that the gizmo is on the pawn to toggle the feature on and off
  • Play around with the mod settings and tweak either only the default rule or apply custom rules to concrete weapon def_names or weapon tags

A collection of all my rimworld mods
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554618789
7 Comments
lean+asics 27 Aug @ 1:15am 
best
LikewiseHH  [author] 23 Aug @ 11:06pm 
No idea. Not familiar with that mod sorry
hidesuwa 23 Aug @ 6:37pm 
does this conflict with pawntargetfix?
LikewiseHH  [author] 19 Aug @ 12:04am 
I would say for what the mod does, it is optimized very well. The checks for the right aiming and shooting mode are only run when a pawn starts the shooting process. Once a matching rule for the weapon is found and a matching range config is found, the mod doesn't check the remaining rules. I couldn't imagine a more optimized approach without sacrificing functionality.

That being said: Of course there will be some performance impact with many pawns.
Reaper415 18 Aug @ 4:56pm 
What's the performance impact when lots pawns are in combat?
LikewiseHH  [author] 18 Aug @ 8:52am 
Thanks. Yes that was the inspiration. Will cross post!
-=GoW=-Dennis 18 Aug @ 8:38am 
You might want to post your mod over here, I think it does a very similar thing?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2590848610