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Reaction Fire


jiltedjock

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Part of the game script:

 

function bool TriggeredReactionFire(int iTargetReaction, int iShooterReaction)
{
// End:0x14 Loop:False
if(iShooterReaction < 1)
{
	return false;
}
// End:0x2d
else
{
	// End:0x2d Loop:False
	if(iShooterReaction <= iTargetReaction)
	{
		return false;
	}
}
return true;
}

 

Looks like a test between the shooters reaction and the target's reaction.. Dunno if this means anything at all..

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I have played around with this setting quite a bit, and found it quite enjoyable when I set my soldiers' reaction to 65 and those of enemies to about 60-150 depending on rank. However, I've found a strange "bug" with this feature, in that, reaction shots didn't trigger on melee enemies (chrysalids and zombies). Regarding increasing reaction rate with rank, I've adding the lne iReaction=(number) to the soldier progression part, though I'm not quite sure how to assess whether this had an actually effect in game, maybe I should start the soldiers at 0 reaction then give them 100 ireaction for every rank to test.
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Part of the game script:

 

function bool TriggeredReactionFire(int iTargetReaction, int iShooterReaction)
{
// End:0x14 Loop:False
if(iShooterReaction < 1)
{
	return false;
}
// End:0x2d
else
{
	// End:0x2d Loop:False
	if(iShooterReaction <= iTargetReaction)
	{
		return false;
	}
}
return true;
}

 

Looks like a test between the shooters reaction and the target's reaction.. Dunno if this means anything at all..

 

well, they did say they based it on a tabletop game...and that would come out as a "Head-to-head" roll in a tabletop game.

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After testing, I have found that adding iReaction to the soldier progression lines did nothing. Moreover, based on the lines from the game script, I seems that that problem with melee units was that I gave them all high reaction ratings. It seems that, failing a way to dynamically change reaction ratings in game i.e. removing reaction when moving, a balanced reaction system can only achieved by removing

 

else

{

// End:0x2d Loop:False

if(iShooterReaction <= iTargetReaction)

{

return false;

otherwise, only one side would be able to make reaction shots.

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a balanced reaction system can only achieved by removing

 

else

{

// End:0x2d Loop:False

if(iShooterReaction <= iTargetReaction)

{

return false;

otherwise, only one side would be able to make reaction shots.

 

lol

 

both sides react just fine as it stands..

 

this page may help you: http://forums.nexusmods.com/index.php?/topic/808409-compiled-list-of-defaultgamecoreini-settings-and-their-funtions/

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Unless I've read it incorrectly, the code compares the reaction of the shooter to that of the target and if the target has a greater or equal reaction, then the shooter can't make a reaction shot. Since all soldiers can only have a single value for reaction regardless of rank or class, this means that you can only have either your soldiers be the only ones making reaction shots or have some enemies never be able to shoot back while you'd never get to react against others.
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Unless I've read it incorrectly, the code compares the reaction of the shooter to that of the target and if the target has a greater or equal reaction, then the shooter can't make a reaction shot. Since all soldiers can only have a single value for reaction regardless of rank or class, this means that you can only have either your soldiers be the only ones making reaction shots or have some enemies never be able to shoot back while you'd never get to react against others.

 

test it and see... set both soldiers and sectoids to 20, start a new game.. observe & report

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I don't remember if this is a character or gun ability. If it is the later case this could be potential gear balance option. By this I mean that you could just put a reaction value to a gun, making smg-type weapons most likely to be able to fire extra and lmg-type weapons least likely to manage that. Actually, this would insert realism to the game and make it even more fatal + the fact that a soldier who sits behind solid cover is in infinitely better position than the guy who runs around in an open field.
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Just to confirm there is no issue with shooter reaction <= target reaction when each unit has the same base reaction value. I removed the overwatch ability from all weapons so the only opportunity fire was being produced by the ireaction settings:

 

both sides got opportunity fire, as expected.

 

There is, I believe, modifier(s) applied to the ireaction values - I have certainly seen reference to a reaction modifier constant in one of the unpacked upks in another thread.

 

Anyway, I have not come to a firm conclusion about what causes modification to the reaction value. It _appears_ that a unit that hasn't moved (or moved very little) has a boost and has a better chance of a snap shot, but as I say I am not 100% sure. It is possible, of course, that the function doesn't work properly hence the addition of overwatch to nearly all weapons.

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