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playable advent mod: details, feedback


davidlallen

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We're definitely going to add mec weapons with higher stats when you get plasma. The viper uses the standard soldier weapon; do you think that is good enough?

Personally I find it kinda underwhelming. Like I said, I love using the Muton one on my Viper just because how massive it is. So if there is ever a better Muton beam rifle that doesn't glitch the model when fired, I'll be a very happy man.

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I don't suppose anyone here knows of the Berserkers primary melee name? As it is referenced in the code? I've checked the various ini files, but I suppose I could have missed it. Hypothetically speaking, if I were to add a Berserker into this mod, he would need his primary melee ability. Does anyone know the name of the ability?

 

Of course, this is just for hypothetical purposes. I am in no way working on adding a playable berserker.

 

*cough*

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AHA. DevastatingPunch! That must be it. It's called DevasatingBlow on the wiki.

OK, now time to figure out if I can get him to show up in the provingground, since it may or may not have worked before. Hypothetically of course. Ahem. *Cough*. Sorry, allergies.

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Take a look at PA_Weapon.uc in this mod, which defines a number of weapons. At least for these weapons, which appear on soldiers which appear in the armory, is that you have to add them to the HQ inventory as well. For any particular weapon name, search all the mod ini and uc files, and you will see the other places it needs to go.

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Alright. I did some digging in the Playable Advent mod and didn't find the code that you were referring to, though its also highly likely I did not recognize it as what I was looking for. As I intended to contribute the weapon to the mod, I have no qualms with sharing the file here if someone wants to tell me what I'm not doing right.

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Howdy folks. New version is up on the Steam Workshop, and includes a broken but playable berserker (you can build it for free in the provinggrounds). Link is here.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=644076161

 

David; I sent you an email with the most recent project files. It won't be buildable into a solution until you get rid of some .uc files I added in for temporary reference (they have the word reference in their names, just check the .uc files, you will see them. Delete them if you want to make it buildable.)

Edited by funnyhalo1
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I would be interested in playtesters' feedback on the implemented stats and skills of the viper and mec. I think the mec is much tankier now. In case anybody missed the new features mentioned, here is a repeat:

 

* Thanks to Maclimes, author of the Villainous Variety mod, we now have a rescaled and recolored Mec, and a recolored Viper.
* Aliens have stats and skills (including armor and hp progression) as shown in post #2 of this thread
* Aliens can't wear human armor; each alien has one unique armor set
* Aliens can use one PCS each
* Mec base weapon now has one upgrade slot
* When Plasma Rifle tech is researched, the Mec will have two new schematics, to upgrade the gun and missiles. Unfortunately these use the same graphics; but their damage is much higher. The projects to unlock the squad upgrade are very inexpensive for now.
* Mec abilities: Jiffy Lube (400% faster healing on Avenger), Damage Control (regenerate two damage per turn). Button graphics are not very good yet.
* Mutons and Mecs can only equip their own weapons, and their weapons are available in the armory locker
* Viper spit doesn't occupy the grenade slot anymore, so other soldiers can't equip it, and the viper can equip a grenade
* Viper abilities: Molt (by Lucubration), Slither, Blend In (see post #2). Button graphics are not very good yet.
* Viper poison "should" ignore up to 4 armor (not confirmed, but weapon damage "pierce" is set to 4)
* Chryssalids can slash and poison, but cocooning is disabled (saving with a cocoon, then loading causes a hang)
* Chryssalids get Lightning Reflexes as a base ability

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