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playable advent mod: details, feedback


davidlallen

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Bringing this out of the download thread into the main discussion thread, posted by yolius:

 

 

 

I got some questions.
1. Can you make the Berserker immune to Unconsciousness (at least from Stunlancers). It feels kinda wrong when that happens, regarding their built in Adrenalin pumps and such.
2.Is there any way of carrying them when they are knocked out? My Lt. Berserker got knocked out and is not able to be picked up, revived (Specalist is wounded) or rescued through an older save, because Ironman. Are there any console commands to remove debuffs? I don't wanne lose my little cutie! :C

I think the variables for can-be-carried and can-be-revived are not set. I can set them; of course I am not sure what it will look like if a human goes to carry a berserker. A lot of the animations were clearly not expecting aliens.

Regarding commands to heal, you can try: SetHP <number>. Select the unit and give the console command "SetHP 20" or similar. I am not sure if that will help.

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So here I am like I was told :D

 

Suggestion: A way how Aliens could be carryable (did I spell that right?)

 

I would make it that way:-Mutons and Berserkers (maybe MECs and Andromedons?) can carry each other and lighter units.

-Vipers and XCOM Soldiers (later maybe Sectoids, Codecies etc) can carry only each other.

-Chysalids can be carried, but cannot carry each other or other units (they got no arms). Or maybe they kinda "cunsume" downed Chrysalids and spit them out later or put downed

Chrysalids into a cocon and heal them/ carry them with their mouth (like ants carry their breed, maybe even with Soldiers and such).

 

Just some of my thoughts on that. But it all depends on new Animations so it seems kinds hard to make.

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So here I am like I was told :D

 

Suggestion: A way how Aliens could be carryable (did I spell that right?)

 

I would make it that way:-Mutons and Berserkers (maybe MECs and Andromedons?) can carry each other and lighter units.

-Vipers and XCOM Soldiers (later maybe Sectoids, Codecies etc) can carry only each other.

-Chysalids can be carried, but cannot carry each other or other units (they got no arms). Or maybe they kinda "cunsume" downed Chrysalids and spit them out later or put downed

Chrysalids into a cocon and heal them/ carry them with their mouth (like ants carry their breed, maybe even with Soldiers and such).

 

Just some of my thoughts on that. But it all depends on new Animations so it seems kinds hard to make.

 

I am a dumba$$ xD Okay they got arms (tho I don't want those talons stuck in my chest). But that ant cocon thing sounds better imo :tongue:

 

I continued my run and found some new suggestions.

Again one of my berserkers got knocked out... twice! Are they more vulnerable to beeing beaten unconsciousness than other units?

I suggest making them resistent against stuns and unconciousness, as their whole theme is about beeing a unstopable pile of muscles and flesh.

 

And I found some Bugs on Devestating Punch!

 

It bahaves this way for me: Sometimes (not consistently but very likely) I can use DP as a Dashattack, like a swordattack from a ranger, but only at about half his blue range. Sometimes I have to move

near an enemy in order to DP him. I cant use the Punch in some cases, but couldnt reproduce them consitently. I cannot use DP after a sprint or using Run and Gun ability for sure.

 

I would like to know what is a bug and what of this is intended.

Edited by Yolius
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Good day development team.

 

I was wondering, if I wanted the MEC to be able to wear regular armor (and not the other aliens), could I do it by simply REM'ing out the following code (from PA_UAArmory_loadout.uc?

 

// if (UnitName == 'PA_Mec') return "NOT AVAILABLE TO MEC";
I would like to have the MEC be able to incorporate a heavy equipment slot (much like the powered armor) as one of their Skill upgrades, but failing that (my programming skills are not up to par, and dabbling too much into your code may muck it up), I could get them to actually don the Powered Armor suit instead.
Cheers.
Edit: I tried it out and it did not allow me to gain the powered armor suit for the mec.....looks like I will have to test around a bit more (I did go into the PA_MecTech.uc and also tweaked a few lines, to no avail).
Is there any way of giving the power armor rocket launcher as a perk? Probably not, but just asking if it is possible to do.
Edited by gaultesian
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@ yolius, right now the game system doesn't allow fine control over who carries whom. Each class has a true/false flag, "can be carried", and also "can be revived". We can set these true for the aliens. Then anybody can carry anybody. I agree it will be strange for a human to carry a mec or a chryssalid. I am afraid to see what the animation will look like :-). With enough work on the code it may be possible to set up "weight classes" as you were describing. Then a lighter weight human cannot carry a heavier weight mec but the mec could carry the human. This would also require a big number of animations for each type carrying each other type, and we probably would not have the time to do all these. So I do not think we will make a complicated system right now.

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@ gaultesian, good work on trying out these changes. Right now, the alien armor doesn't have any effect, but we are thinking that in the future we may have different alien armor sets with different appearance. If you disable the checking as you have done, then the human armor HP and armor bonus is additive to the alien stats, resulting in mecs with huge HP and armor values.

 

As a messy hack, you could simply comment out the entire function that you mentioned (except for the line with "super"), and then any alien could wear any armor. There are two code blocks related to the mec, and your problem may be that you only commented out one of them.

 

But, I would prefer to see what capabilities you actually want, and think about adding those directly to the mec. Your suggestion is that a higher level mec should have a heavy weapon slot. That, we can probably do. I will see if I can make that work. Probably, that would go in the "artillery" ability tree (right side) and would prevent selecting the equivalent "tank" ability. But I think that would be an interesting tradeoff to force the player to make. Thanks for the idea!

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@davidlallen Kinda off topic:

I would like to animate and model things for XCOM2 but i can't find a working tool to get .psa and .psk files out of the .upk files (they don't work or output errors). I tried unmodel and a Xcom modding program collection. Is there anything else I could try? I would use Blender to model/ animate and I already got the Import/Export plugin for .psa and .psk.

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@davidlallen Kinda off topic:

I would like to animate and model things for XCOM2 but i can't find a working tool to get .psa and .psk files out of the .upk files (they don't work or output errors). I tried unmodel and a Xcom modding program collection. Is there anything else I could try? I would use Blender to model/ animate and I already got the Import/Export plugin for .psa and .psk.

 

I can field this one. In the UDK, pick your AnimSet, and select the Animation Sequence you want to modify. Then click File > Export Sequence (or something to that effect). It exports as an FBX, which can be imported and exported in Blender. Then you just re-open the AnimSet, and pick File > Import Sequence. If you have any more questions, shoot me a PM (so we don't crowd this thread with non-PA related discussion).

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Hey davidallen,

 

I am not really sure what I am ultimately tweaking the Playable Advent MEC stats as of now. I think I would like to see a MEC that is very armored (approx 5-7 armor points, with about 3 armor point mitigation at Rookie level), and instead have very few hit points inside the 'shell'. As the MEC increases in levels, it increases in tanking (not many hp, but a whole lotta ap), and when it starts to get shredded, it can regnerate hp and ap (the Playable Advent team have already done a wonderful job of that in the perk upgrades for the MEC). As of now, the overjolt is fine, but I think a rocket launcher would be more akin to the XCOM technology (I envision a MEC undergoing upgrades ala' XCOM style, rather than Advent style), and once extra experimental heavy weapons are researched, you can pick and choose the type of heavy ordinance you will take on the mission.

 

I would envision a MEC that has about 5 to 7 points of AP, and only about 10 to 12 points of HP by Colonel Rank.

 

I am testing out the 'armor versus hp' pros and cons now, and I can see it is OP at the beginning levels (if everyone including advent are at low levels), but in the later parts of the game, it becomes a challenge to keep them alive. I like that :wink:.

Cheers,

Gaultesian

Edited by gaultesian
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