davidlallen Posted March 20, 2016 Share Posted March 20, 2016 Now that I have done a lot of work on making the aliens play on the xcom side, it is time to invert, and make human opponents. I want to make a simple enemy unit based on the human (civilian) graphics. Later we can wrap this into a mod in which not all humans are so quick to join up with our revolution and need ... convincing first. The mod is pretty simple, and I can dropunit the character, but it's invisible as you see in this screenshot. Further, after I dropunit and end my turn, I get a redscreen: "Error on behavior Tree! ::CharacterRoot not overridden! @ acheng". That may be simpler than the invisible part. I have attached the entire modbuddy directory, which contains like four small files. Can anybody help me to understand what I am missing? http://i.imgur.com/jwzfh0s.png Link to comment Share on other sites More sharing options...
davidlallen Posted March 21, 2016 Author Share Posted March 21, 2016 (edited) Courtesy of CharTemplate.bForceAppearance, I am now the first xcom2 player to have shot and killed Bradford. That is an enemy pod, placed via dropunit. http://i.imgur.com/Nvt3Tm7.png Edited March 21, 2016 by davidlallen Link to comment Share on other sites More sharing options...
swinka6666 Posted March 21, 2016 Share Posted March 21, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
Maclimes Posted March 21, 2016 Share Posted March 21, 2016 You should give evil Bradford a goatee. Link to comment Share on other sites More sharing options...
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