swinka6666 Posted March 30, 2016 Share Posted March 30, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
davidlallen Posted March 30, 2016 Author Share Posted March 30, 2016 I have not gotten back to this one yet. Based on the investigation by lucubration, I am pretty sure that using andromedon robot abilities as a player will cause the same problem as cocooning. When I work on this again, I will copy/paste all the upper level code of the effect until I get down to the call to GetTeam, and just remove that call. The chances of this causing a problem users will complain about seems small. There is some more discussion with /u/fxsjosh here, but he does not seem excited about fixing the problem in the engine: https://www.reddit.com/r/xcom2mods/comments/4c7a79/changing_a_units_team_through_effect/ Link to comment Share on other sites More sharing options...
Lucubration Posted March 30, 2016 Share Posted March 30, 2016 I'm not sure it is precisely a problem in the engine; it's working as it "should" by spec (the Chryssalid has no original player, and that's exactly what it's returning to you). It's just not a useful behavior in this case. I think the most straightforward way to get it working is probably as you suggest: duplicate the slash attack with a custom effect subclass of the parathenogenic poison effect, which in turn "fixes" the GetTeam method. Link to comment Share on other sites More sharing options...
davidlallen Posted March 30, 2016 Author Share Posted March 30, 2016 The thing that should be fixed in the engine is setting the team of the player's units, instead of letting it be none. Link to comment Share on other sites More sharing options...
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