Jump to content

Quaro

Supporter
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About Quaro

Quaro's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I don't know how I missed the fact that there's an actual debugger in here. Wow. Thanks for the writeup, I couldn't get it working from the documentation either.
  2. DerBK, unrelated question, have you been able to remove a single definition of either MissionSchedules or ConfigurableEncounters with a - edit so that you can use your own + value in a mod? I can't seem to get that to work.
  3. I've had a lot of trouble getting - to work with multiline arrays like the MissionSchedules or ConfigurableEncounters in missions.ini. If you use a ! instead of - it will wipe out every single definition of the array, so you are completely clearing them that's one way to go. But I can't reliably use - and i'm not sure why.
  4. I'd really like to see one main mod simply because it makes for a mod that can actually be tuned and balanced, as opposed to everyone using a mish mash of different mods.
  5. There are two XCOM modding reddits, /r/xdev and /r/xcom2mods. But the quality of discussion in this forum is much higher and being a smaller community can be helpful for keeping quality up.
  6. I'm trying to figure out how to nerf Mimic Beacons so they just have the normal priority of a soldier, and are not always targeted first. The AI units have behaviors defined like this in the AI.ini Behaviors=(BehaviorName=AdvShieldBearer_RedAbilitySelector, NodeType=Selector, Child[0]=MimicBeaconBehavior, Child[1]=ShieldBearerFirstAction, Child[2]=ShieldBearerLastAction) If I remove the definition of MimicBeaconBehavior or the child notes, then all the AI units ignore Mimic Beacons instead. in AIBehavior.uc this seems to be the result of the priority check: function bool PassesRestriction( vector vPosition ) { ... // If a visible mimic beacon exists, all destinations must have LoS to it. if( BTPriorityTarget > 0 && bScoringPriorityTarget ) { TilePosition = XWorld.GetTileCoordinatesFromPosition(vPosition); PriorityTile = XWorld.GetTileCoordinatesFromPosition(ScoringPriorityLocation); if (!`XWORLD.CanSeeTileToTile(TilePosition, PriorityTile, VisInfo)) { return false; } } Is the BTPriorityTarget always a mimic beacon? iCacheScoringPriorityValues() and BT_SetTargetAsPriority() make it unclear. The AI code generally is super confusing to me.
  7. Looking to create an XCOM time-attack mode, where you get a certain amount of minutes for each turn or possibly the whole mission + time for each move, like a chess clock. Any pointers to how to structure this overall? Need to update a timer on screen every second, have to end the players turn if they run out of time, add time to the timer when a soldiers finishes moving. I wonder if it would be possible to enable the mulitplayer timer.
×
×
  • Create New...