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#31
resonansER

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COOL!!! This mod better then WarSpace Extension! Really! I'm impressed! THANK YOU SO MUCH!!!

#32
echoic

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Today's patch will have broken the mod for those of us that already have it installed. But, if you're installing it for the first time today (after the patch) it will work normally.

For everyone who has already installed this mod, here are the steps to get it working again:

1: open the folder steamsteamappscommonXCom-Enemy-UnknownBinariesWin32

2: Delete the executable xcomgame.exe and the backup xcom-original.exe

3: Verify game files through steam (this will re-download those files)

4: Run the game once (you will see a "completing installation" popup)

5: Once it has completely loaded and launched you can then quit the game

6: Install the mod (directions are in the readme / description)

This is working for me and others. Thanks again to the dreadylein and the people posting in the ModPatcher Thread.

@Drone456

Okay so you want to use that search function to find this entry (search for "iType=eItem_SniperRifle"):

Weapons=(iType=eItem_SniperRifle,ABILITIES[0]=eAbility_Overwatch,ABILITIES[1]=eAbility_Aim,ABILITIES[2]=eAbility_ShotStandard,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Sniper,Properties[1]=eWP_MoveLimited,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=30,iRange=100,iReactionRange=100,iReactionAngle=200,iRadius=0,iCritical=25,iOffenseBonus=10,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0)
Weapons=

Each weapon has up to 5 "abilities" and 5 "properties". Just change any of the empty abilities (eAbility_NONE) to have Aim (eAbility_Aim). You can see that the sniper rifle in this file already has the Aim ability. Then you just run the patcher again and you should see your changes in the next mission.

Edited by echoic, 09 November 2012 - 01:51 AM.


#33
Drone456

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Sorry if I wasn't clearer in my previous post. I'll try to clarify.

I have actually already found the spots for both armor and weapons on where I would add eAbility_Aim, however I cannot find the entry for the Scope item. Besides the entry for researching it. Such as being able to modify the Scope's time it takes to research it, or the cost to research it, or the amount of engineers required, etc.

So my question was if you knew where I could maybe find the entry for the actual Scope item so I could try adding eAbility_Aim to it. Since I know I've seen mods that change the +Aim bonus that the Scope gives your characters. So I'm assuming it has to be somewhere right? lol.

Hope that clears it up a bit, and thanks for the info though man.

Btw thought I should let you know I endorsed your mod, and also gave you a kudos. Just as thanks for answering mine and everyone's questions. Really appreciate it :D

#34
echoic

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Oh, yeah I'm with you now:

The entry you're looking for is "eItem_TargetingModule". You can change the passive aim bonus there but adding the ability Aim does not seem to work. Good thinking though.

#35
Drone456

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Lol thanks, I thought so. But the fact that doesn't work is a little depressing lol.

Oh well, thanks a lot for the help though.

#36
Mister Gosh

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Love this mod!!
But I also like the atmosphere from the terror from space...
Anyone knows of a way to merge the two mods? Or do they work together?
Thanks in advance!

#37
Insufferable Smartypants

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Might I suggest that the suppression ability be added to automatic weapons in this mod? A close ranged assault just doesn't fare well with this addition, and without the ability to supress they become substantially underpowered compared to heavies and support characters.

Allowing them to supress would go a long way in saving them. Always thought it was a little silly that in this game you need special training to perform a relatively straightforward and obvious action.

#38
Insufferable Smartypants

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LOL Just saw the screenshot with Bradford's eyes bugging out.

Nice.

#39
Marbas05

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Thank you for this, reaction shots were sorely missed. I did make a small change and reduced reaction range to about half of the weapon range. The one thing that always annoyed me about overwatch was that it made my guys take shots too soon. Forcing the soldiers to wait until the enemy is closer improves their chance to hit and helps conserve ammo too.

#40
echoic

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@Mister Gosh

They edit the same file so you would need to merge them. Winmerge is a free program that could make this process a bit easier for you. I think the main differences other than RF would be the reduced soldier HP and increased bonus HP from Armor, right? I think that's an interesting idea.. and I can see how it would effect the game in a positive way. Though it does raise the question "If a butt-naked sectoid has the same / more HP than a human.. why bother invading Earth?" A Sectoid in power armor would be the master race, right?

I haven't played that mod... what else would you say makes it good?

@Insufferable Smartypants

That's how I first implemented it when I was originally testing it... I really liked RF that way but it was such a big change that i decided not to go with it in the mod. Some of the soldier perks become redundant and I can't change them without making the mod more complicated to install... I reasoned that people who are already comfortable modding the UPK files would be making their own mods so they wouldn't really be interested in RF mod anyway.

However, If you want to try having suppression on all automatics yourself, you just add "ShotSuppress" to all of the LMGs and rifles, only takes a few minutes and yeah, I agree it is a good idea with RF except for the way it breaks the soldier level trees. Hopefully there will be better modding support for this game soon and then we'll start to see what people can do with this game. I know I for one have a long laundry list of things that I would like to add / change.

@Marbas05
Cool, I can see where you're going with that. About accuracy though, outside of "close range" there is actually no difference for a target 27 units away (visible range) or 100 units away (max range of a sniper with squadsight, it's effectively one end of the map to the other). Accuracy only starts to climb when you're in close range defined by this line in the .mod file.

"CLOSE_RANGE = 14.0f"

One thing that you could investigate would be increasing that setting, then tweaking the short range aim climb bonuses and the assault long range penalty.. That way you could probably get accuracy to work the way you (from your description) seem to think it works.

Otherwise if you want to stop them from "wasting" shots etc restrict their reaction range to under about 14 units. That's the only time they'll get any accuracy bonus from range. (Shotguns are a slightly different story but I've already waffled on long enough so I won't get into it)

My opinion: with the default settings in RF I'd still want to take the shot at 27m because your enemies are always out of cover when they attract RF. You have a better than normal chance of hitting despite the RF accuracy penalty.

Thanks everyone, for the feedback.

Edited by echoic, 14 November 2012 - 04:37 AM.





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