XCOM 2
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Evac All
 
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0.887 MB
Feb 7, 2016 @ 10:41am
Feb 10 @ 8:13pm
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Evac All

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Description
This mod adds an "Evac All" ability to soldier ability bars when they are in an active evac zone. Clicking this button will evac all soldiers currently in the evac zone instead of needing to click the evac button on each individual soldier.

Soldiers not in the evac zone will remain, exactly as before - this mod doesn't add any gameplay change, it's purely an interface change.

Many thanks to the volunteers providing translations for this mod:

esurnir - French
Jack Kwan - Traditional Chinese
Albeoris - Russian
Josemsar - Spanish
Hamachi - Korean
almasmario - Italian
acosys, Marck - German
Kubak1000 - Polish
nobita - Japanese
♥♥♥♥182 - Simplified Chinese (Sorry, steam doesn't like your name :) )

This mod is also availble through nexusmods at: http://nexusmods.com/xcom2/mods/99

Configuration
Animation style of the evac can be configured through the XComEvacAll.ini file found in the Config folder in the mod package. When installing through the Steam Workshop, it can be found in the steamapps\workshop\content\268500\618669868\Config folder.

This file contains several confiurable options which can be set in the XComEvacAll.ini file.

The first is EvacMode, which can have one of three values:

eAllAtOnce (Default) - All units in the zone will evac simultaneously, each performing their rope out animation at slightly staggered times.

eOneByOne - Units will evac one by one, with each soldier waiting for the previous soldier to complete their animation.

eNoAnimations - All units will instantly evac and disappear without playing any animations.

The second option is ShowNoEvacTiles, which will paint tile overlays on top of tiles in the evac zone from which you cannot leave. This is a base game feature/bug - some tiles in the evac zone that have overhanging geometry (bus shelter roof, awnings, street signs, etc) will not be eligible to evac from. The EVAC ability will be inactive when in that tile and the Evac All ability will not show up. If you're standing on such a tile and another soldier uses "Evac All" soldiers on these tiles will not evac (they're not considered in the evac zone). This option is enabled by default to help players see which tiles to avoid, but if you find them ugly you can disable them with this option.

The final option is the CharacterTemplates list in EvacAll.X2DownloadableContentInfo_EvacAll. This is a list of character template names that should be given the Evac All ability. It defaults to the standard list of controllable unit types in vanilla (Soldiers, Engineers, Scientists). New values can be added here to allow compatibility with mods that introduce new controllable character types.

Compatibility

To fix the Neutralize Target bug introduced with Shen's Last Gift, this mod now uses a custom Neutralize Target mission. This will conflict with any other mod that changes this mission definition. If you prefer to use another mod that changes this mission type, you can remove the lines in XComMissions.ini in the mod configuration folder. Evac All will still work, but this will disable the workaround for the mission bug - Evac or Evac All to extract the carried VIP as the last action of the mission will cause the VIP to be killed and no bonus reward granted. You can work around this by evacing the VIP first and then the other remaining soldiers after.

This mod is compatible with existing saves, but will not take effect until the next time you begin a mission after installing the mod. Loading a saved game in-mission from before the installation will work, but no Evac All ability will appear until the next mission.
Popular Discussions View All (5)
25
Oct 8, 2016 @ 11:00am
PINNED: Translations
tracktwo
6
Mar 9, 2016 @ 11:43am
Bug? One Soldier didn´t evaced and got in custody
umeswelt
3
Mar 9, 2016 @ 6:52am
Bug? Evac-all when not all units can evac
MintyAnt
< >
395 Comments
tracktwo  [author] 4 hours ago 
@Gratzi: This mod doesn't do that. I still have the rappel animations. Maybe another mod, or your XCOM install is corrupt somehow? If you aren't using any other mods try the usual steps (regen INIs, verify cache in steam)
Gratzi 12 hours ago 
It seems this mod removes the animation of my soldiers rappeling from the dropship at the beginning of every mission. I really enjoy watching those. Is there a way you can keep that animation in the beginning? It helps with immersion. Thank you :)
tracktwo  [author] 20 hours ago 
@jrob85: I have seen this bug before, with LW2's Haven Defence. In that case it was a bug in the mission causing the evac zone to not respawn after being destroyed. It's possible the same thing has happened in the Rioting City mission, but you'll need to talk to the mod author for that mission type.
jrob85 23 hours ago 
Have mission extraction from rioting city, got the VIP, XCOM and resistance allies on the fixed extraction point but cannot extract, the button is not present, only have "extract all" which does nothing. :(
tracktwo  [author] Mar 1 @ 10:44am 
Yes, it works with LW.
jpoyser Feb 28 @ 7:43am 
Does this work with long war?
ReivaxTL Feb 27 @ 6:31pm 
10/10 best mod
Ciroth Feb 25 @ 7:00am 
@tracktwo I must not of got the Update before I made the bug report. I have not had the issue since I spoke of it.
Cahos Rahne Veloza Feb 24 @ 8:31pm 
@tracktwo:

Man that was fast thank you :D
tracktwo  [author] Feb 24 @ 8:29pm 
@Cahos Rahne Veloza: You can just completey remove the XComMissions.ini file from the EvacAll mod folder in your workshop. The only thing it does is swap the Neutralize misson out for the bugfixed version.