davidlallen Posted April 13, 2016 Share Posted April 13, 2016 (edited) Eladdv202 has posted on the comment thread of playable advent: Hello Developers, it's EladDv the dev of Second Wave Reborn (probably seen me on the nexus) i think i know where some of my bug reports are coming from, it's possible that some of your code is incompatible with mine, mainly interfering with red fog and NCE, it seems that your soldiers dont posess the option of being injured so my program throws a controled error and aborts randomization on them,now that's not that bad but you know i'd appriciate it if you tried to do something, now about red fog- it seems that your mod dosnt let red fog to activate and all the stat calculations are cut short, if you want a deeper look let's talk on the forums becaues that's not a good platform to do so OK, let us discuss here. For mecs, it makes no sense to "bleed out" and then be saved by a medikit. So I have set the flag like bCanBeCriticallyWounded = false. For the other aliens, I guess it is debateable. But at least for that one, I am not sure what you would like to change. Can you condition your behavior so that it doesn't happen if this flag is set? Edited April 13, 2016 by davidlallen Link to comment Share on other sites More sharing options...
Deleted32045420User Posted April 13, 2016 Share Posted April 13, 2016 (edited) well currently the code searches for Unit.IsInjured() and it gets an unexpected result, as for red fog- where do you activate the code? my code activates when the unit takes damage (after some filtering and stat saving level) [0134.32] ScriptLog: ===== Ability Name: StandardShot ======= [0134.32] ScriptLog: ===== Ability Name: StandardShot ======= [0134.32] ScriptLog: ===== Target Name: Faceless ======= [0134.32] ScriptLog: ===== bReactionFire: False [0134.32] ScriptLog: CalculatedHitChance: 89 [0134.32] ScriptLog: calcHitChance: 89 [0134.32] ScriptLog: kBreakdown.MultiShotHitChance: 0 [0134.32] ScriptLog: kBreakdown.FinalHitChance: 89 [0134.32] ScriptLog: critChance: 0 [0134.32] ScriptLog: dodgeChance: 0 [0134.32] ScriptLog: Adding X2Action to display Cover DR... [0134.32] ScriptLog: =============== UNIT TOOK DAMAGE ==================== [0134.32] ScriptLog: Attacker: Ted Cruz [0134.32] ScriptLog: Damaged: Faceless - Faceless [0134.32] ScriptLog: DamageAmt: 5 [0134.32] ScriptLog: =============== AbilityStats ==================== [0134.32] ScriptLog: Ability: StandardShot [0134.32] ScriptLog: Name: Ted Cruz [0134.32] ScriptLog: DamageDone: 5 [0134.32] ScriptLog: Luck: 11 [0134.32] ScriptLog: Elevation: 0 [0134.32] ScriptLog: WoundedDamage: 8 [0134.32] ScriptLog: Turtle: 0 [0134.32] ScriptLog: Shots Against: 0 [0134.32] ScriptLog: Close Range: 0 [0134.32] ScriptLog: Dashing: 0 [0134.32] ScriptLog: OverwatchTaken: 0 this is the log output i am getting so i want to know what can i do to make sure these mods are interoperable Edited April 13, 2016 by Guest Link to comment Share on other sites More sharing options...
davidlallen Posted April 13, 2016 Author Share Posted April 13, 2016 I don't understand your log. Your log mentions about faceless, which are not part of my mod. My mod does not make any alterations to the injury system. Some of the units in my mod have bCanBeCriticallyWounded = false in the template; but then so do all the enemy units in the vanilla game. What is the part which you think is conflicting with Playable Advent? Link to comment Share on other sites More sharing options...
Deleted32045420User Posted April 13, 2016 Share Posted April 13, 2016 (edited) idk, it just seems that SWReborn and playable advent dont go well together. it's not just the thing with faceless it's triggering everytime someone get's hit even regular soldiers Edited April 13, 2016 by Guest Link to comment Share on other sites More sharing options...
davidlallen Posted April 13, 2016 Author Share Posted April 13, 2016 I don't see how playable advent can make any difference to hits on normal soldiers. Is this reproducible with all other variables removed? That is, 1. remove My Games/.../*.ini2. activate only SWR, deactivate all other mods3. Load a particular save-game with no mods at all4. No problem5. remove My Games/.../*.ini6. activate both SWR and PA and load the same save-game7. Problem There are so many evils concealed in XComGame.ini engine section when you switch mods, that you can have all kinds of unexpected behaviors. Link to comment Share on other sites More sharing options...
Deleted32045420User Posted April 13, 2016 Share Posted April 13, 2016 (edited) NVM looks like people confirm that the problems are fixed with new experimental SWReborn version, even red fog Edited April 13, 2016 by Guest Link to comment Share on other sites More sharing options...
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