davidlallen Posted April 6, 2016 Author Posted April 6, 2016 Awesome! I just had my first full four on four mirror fight (my 4 soldiers against an enemy ranger, specialist, sharpshooter and grenadier). All four used their signature abilities, and kicked the a** of my poor rookies. Now if only I can get mission objectives to work, I can publish the thing. https://www.reddit.com/r/xcom2mods/comments/4d0lot/missing_a_step_in_creation_of_new_mission/
swinka6666 Posted April 8, 2016 Posted April 8, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
funnyhalo1 Posted April 8, 2016 Posted April 8, 2016 Honestly, I don't see any reason why we couldn't coloborate, except for one thing. We make aliens playable (not necessarily advent) and they did a wicked good job of improving the AI all around for enemies. This modding community is amazing, and I don't see anyone holding back code from anyone else, as long as credit and permission is given, I personally wouldn't have a problem with it. But since I'm only a partial organizer and minor coder on Playable Advent, any sort of serious team effort would have to be ok'd from @derBK and David Allen.
davidlallen Posted April 8, 2016 Author Posted April 8, 2016 What features would you see in a combined mod? I'm mostly working on the human opponents and trying to figure out mission sources.
DerBK Posted April 8, 2016 Posted April 8, 2016 (edited) On 4/8/2016 at 7:44 AM, swinka6666 said: A Better Advent: OH MY GOD I LOVE YOU SO MUCH As for the collaboration, i am not against it, but i guess i don't see the overlap between "Better Enemies" and "Playable Enemies". Basically, if you want to use something from my mod, feel free to do so. I started making an effort to keep the AI.ini readable. Just, as funnyhalo said, please give me credit for what is mine and if you can even squeeze in a link to the Better ADVENT modpage somewhere, that'd be appreciated. Edited April 8, 2016 by DerBK
swinka6666 Posted April 8, 2016 Posted April 8, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
DerBK Posted April 8, 2016 Posted April 8, 2016 Looking at what you did to make the Firestarter breath flames, i am liking what you did even more. My way of trying to fix it would've been using the Roar animation and fiddle with the code for the visualization track until i get somewhere. You just went to the source and changed the animation itself. So much more elegant and light on superflous code. And completely out of my own abilities. Thanks again. I just slotted your files into Better ADVENT and it works flawlessly just like in the video. I guess i need to put a priority on getting that Berserker out of Terror missions now. :)
swinka6666 Posted April 8, 2016 Posted April 8, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
Amineri Posted April 9, 2016 Posted April 9, 2016 Made a discovery in debugging Behavior Trees that may be of use to some. The console command is \AIDumpLogs. This only works when running uncooked (commandline parameter -NOSEEKFREELOADING ). It dumps a serious amount of cached information about BehaviorTree operation into the Launch.log. A single enemy's (2 action) turn resulted in ~750 lines of dump data.
DerBK Posted April 10, 2016 Posted April 10, 2016 Sounds useful, thanks.Maybe now i can finally find out why my new Faceless just stands there like an idiot instead of doing something :)
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