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Changing CE projectile's Armor Penetration
Assuming they are supposed to be under the projectiles tab, there seems to be no valid input for Combat Extended's measurement of of Armour Penetration. I am looking for one for sharp penetration in mm RHA and one for blunt penetration in MPa. There is an input for what I suspect to be vanilla armour penetration since there is only one input box and they are set to -1. Backing up my suspicion is the fact that there is also a box for stopping power, which I believe CE removes. When I try changing the vanilla armour penetration value from -1 to any other value the CE penetration values are unchanged. I believe I am looking in the correct tab since the damage values for the projectiles are correctly being modified. Fantastic mod but if this could be fixed (or, in case I just missed it somewhere, if someone could tell me where to change the CE penetration values), I would greatly appreciate it.
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Showing 1-8 of 8 comments
Razuhl  [developer] 23 Mar @ 1:47am 
DId you try looking at the gun that uses that ammo? The screen you are showing doesn't list armor penetration and that won't change regardless how you edit it.
I thought it would be tied to the projectile since each weapon can typically shoot multiple different projectiles with different penetration values. I am looking at the gun now but I can't find anything related to it, just stats about the gun specifically. Is there anywhere else I should be looking?
Razuhl  [developer] 24 Mar @ 2:53pm 
@Your neighbour That's where it should be in vanilla. If mods change that you have to consult them about it. Maybe CE requires you to load the gun or something like that.
Wait should I be loading this mod at the bottom of my mod list? Top? Below or above CE? Does it matter?
Razuhl  [developer] 24 Mar @ 10:59pm 
Doesn't matter.
I've found where the value is stored in CE's XML but I am not terribly well versed with RimWorld's XML system, and I have no idea how your mod works but maybe this can help you? I'm still curious about if editing these values with this mod is possible?

<!-- ================== Projectiles (short bow) ================== --> <ThingDef Name="BaseArrowProjectile" ParentName="BaseBulletCE" Abstract="true"> <graphicData> <texPath>Things/Projectile/Arrow_Small</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <projectile Class="CombatExtended.ProjectilePropertiesCE"> <damageDef>Arrow</damageDef> <speed>36</speed> </projectile> </ThingDef> <!-- The amount of arrows usable over the ammo lifetime for each resource cost is equal to [r / (1 - x)]; x = preExplosionSpawnChance, r = resource cost. --> <ThingDef ParentName="BaseArrowProjectile"> <defName>Projectile_Arrow_Stone</defName> <label>arrow (stone)</label> <graphicData> <texPath>Things/Projectile/Arrows/Arrow_Stone</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <projectile Class="CombatExtended.ProjectilePropertiesCE"> <speed>31</speed> <damageAmountBase>6</damageAmountBase> <armorPenetrationSharp>0.2</armorPenetrationSharp> <armorPenetrationBlunt>1.42</armorPenetrationBlunt> <preExplosionSpawnChance>0.333</preExplosionSpawnChance><!-- 14.99 arrows per resource --> <preExplosionSpawnThingDef>Ammo_Arrow_Stone</preExplosionSpawnThingDef> </projectile> </ThingDef>
Razuhl  [developer] 30 Mar @ 3:08am 
I only implemented the CE components on weapons. The ones on ammunition aren't available.
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