RimWorld

RimWorld

31 ratings
CE Aimbot 2.0
   
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Mod, 1.6
File Size
Posted
Updated
1.157 MB
18 Aug @ 8:21am
22 Sep @ 12:35am
2 Change Notes ( view )

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CE Aimbot 2.0

In 1 collection by LikewiseHH
Likewise Rimworld Mods
24 items
Description


[ko-fi.com]

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
11 Comments
LikewiseHH  [author] 15 Oct @ 10:56am 
Not planning to add dedicated 1.5 support. Maybe it happens to work but if not then I am sorry
gamer 15 Oct @ 8:17am 
1.5?
LikewiseHH  [author] 1 Oct @ 9:57pm 
So I work in tech but I am not a developer. The code was mostly written by Chat Gpt. Thanks to Rimworld and even CE being so popular you get good results very quickly.
But if course it massively helps if you understand the code that was produced and if you can somewhat guide and challenge the AI when it codes for you.

The language is C#
KAZAKH_LOVE 1 Oct @ 10:41am 
Man, you are awesome. What skills do u need to write modes for rimworld ?
betonov 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!