AdmiralScorpii Posted February 16, 2016 Share Posted February 16, 2016 So I'm wondering if there would be any way to implement a fatigue system that Long War used in my mod for XCOM 2. Would it be feasible to do so? Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 16, 2016 Share Posted February 16, 2016 sure. i was thinking about it a couple of days ago- mainly it could be done with a persistent list that will take soldiers and divide them into the 3 groups, the hard part is probably tracking the time(which i havnt gotten into so it could just be extremely easy) Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 16, 2016 Author Share Posted February 16, 2016 sure. i was thinking about it a couple of days ago- mainly it could be done with a persistent list that will take soldiers and divide them into the 3 groups, the hard part is probably tracking the time(which i havnt gotten into so it could just be extremely easy) How would you be able to create a persistent list? Link to comment Share on other sites More sharing options...
Kvalyr Posted February 16, 2016 Share Posted February 16, 2016 (edited) sure. i was thinking about it a couple of days ago- mainly it could be done with a persistent list that will take soldiers and divide them into the 3 groups, the hard part is probably tracking the time(which i havnt gotten into so it could just be extremely easy) The base game uses a HQ work project for soldier healing - Treating each soldier's wound-recovery as a project with points-per-block-of-health. A fatigue system could use the same system.As far as I recall in Long War the soldier was actually set to have 0 health and placed into a pseudo-dead state while fatigued. I don't think that'll be necessary this time around. The difficult part will be in cleanly implementing the necessary overrides. I've managed to hook that stuff, but only by doing a hack that dynamically replaces stock heal projects with objects of my customised heal project class, called from a UIScreenListener attached to the After-Action screen. It's messy. Edited February 16, 2016 by Kvalyr Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 16, 2016 Author Share Posted February 16, 2016 sure. i was thinking about it a couple of days ago- mainly it could be done with a persistent list that will take soldiers and divide them into the 3 groups, the hard part is probably tracking the time(which i havnt gotten into so it could just be extremely easy) The base game uses a HQ work project for soldier healing - Treating each soldier's wound-recovery as a project with points-per-block-of-health. A fatigue system could use the same system.As far as I recall in Long War the soldier was actually set to have 0 health and placed into a pseudo-dead state while fatigued. I don't think that'll be necessary this time around. The difficult part will be in cleanly implementing the necessary overrides. I've managed to hook that stuff, but only by doing a hack that dynamically replaces stock heal projects with objects of my customised heal project class, called from a UIScreenListener attached to the After-Action screen. It's messy. Yeesh, that does sound messy. I'm guessing that this would require looking at the source script code, correct? Link to comment Share on other sites More sharing options...
Kvalyr Posted February 16, 2016 Share Posted February 16, 2016 Definitely. Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 16, 2016 Author Share Posted February 16, 2016 Definitely.Damnit. I'm not familiar with UnrealScript at all and just looking at scripts makes me confused as all hell Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 16, 2016 Share Posted February 16, 2016 Yeah i have too much on my hands right now, i would love to implement this though... does anyone want in on "Second Wave Reborn"? full credits and all, it's just that i'm swamped with ideas and fixes and another head or two or ten wouldnt hurt! Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 16, 2016 Author Share Posted February 16, 2016 Yeah i have too much on my hands right now, i would love to implement this though... does anyone want in on "Second Wave Reborn"? full credits and all, it's just that i'm swamped with ideas and fixes and another head or two or ten wouldnt hurt!I'd like to contribute as this would definitely benefit my mod as a significant gameplay feature Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 16, 2016 Share Posted February 16, 2016 (edited) Yeah i have too much on my hands right now, i would love to implement this though... does anyone want in on "Second Wave Reborn"? full credits and all, it's just that i'm swamped with ideas and fixes and another head or two or ten wouldnt hurt!I'd like to contribute as this would definitely benefit my mod as a significant gameplay feature what mod are you making? you mean this fatigue system? because by all looks of it it'll need some code to implement. which reminds me i should document my code... Edited February 16, 2016 by Guest Link to comment Share on other sites More sharing options...
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