XCOM 2
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[WOTC] ADVENT Reinforcements (Includes ABA Support)
   
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12 Thg09, 2017 @ 2:05pm
20 Thg01, 2019 @ 4:53am
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[WOTC] ADVENT Reinforcements (Includes ABA Support)

Mô tả
A stand-alone mod for WOTC that enables advent officers to call in reinforcements. By default, the officer will call in reinforcements if they are the only remaining 'discovered' unit left alive. Reinforcements will consist of 1 'special' advent unit (Stun Lancer, Shieldbearer, MEC, Priest, Purifier), accompanied by Advent Troopers. The number of troopers will increase as the force level increases.

-- Credits --

The reinforcement script was originally created by Rayman! and updated for WOTC by Farkyrie for his Advent Commander mod - full credits goes to them.

Rayman!'s mod: http://steamcommunity.com/sharedfiles/filedetails/?id=626617018
Farkyrie's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1129580287

-- Custom / Settings --

The encounter group and distance can be configured in the config ini file. New/custom enemies can be given the ability in the same config file. The 'TryCallReinforcements' AI behavior will need to be added to the custom enemies AI routines. If you need any help with this, just send me a comment!

The new conditional checks for 'revealed' allies. If you want to have the old 'visible' allies check, set 'ReinforcementsUseLOS' to true.
The number of uses, the (local and global) cooldown between uses and the requirements for calling in reinforcements can all be changed in the config ini file.

Please note: If you increase the max allies and/or the number of charges, I strongly recommend that you have the global cooldown set to atleast 1!

-- Changes --

v1 - The advent officer now has audio dialogue when requesting reinforcements.

v2 - The ability uses custom reinforcements encounter list, removing officers and focusing on more numbers of Advent troops.

v3 - Added ABA support.

v4 - Corrected offsite positioning. New AI conditional for call-in requirements.

v5 - Added German Translation, thanks to Nor Dogroth. Added config values to increase customisation options, including cooldowns, charges and max allies/min enemies allowed.
Thảo luận nổi bật Xem tất cả (6)
2
11 Thg04, 2022 @ 5:28am
Traditional Chinese Localization(正體中文翻譯)
Mogwai
2
20 Thg01, 2019 @ 4:55am
German Localization
Nor Dogroth
1
18 Thg07, 2019 @ 12:25pm
Sterls: ADVENT Future Complete AI Support
Wilko
248 bình luận
Wilko  [tác giả] 3 Thg04 @ 1:19pm 
...although it's included in other .UC files as an exclusion, which the officer reinforcements ability doesn't have.

SkipExclusions.AddItem(class'X2AbilityTemplateManager'.default.DisorientedName);

So I'm even more confused. It should currently be preventing the ability when the Officer is disorientated. I'll try to boot up a campaign later, see what happens on my set-up.
Wilko  [tác giả] 3 Thg04 @ 1:07pm 
I'm possibly going insane, but I couldn't find the effect in the usual places. It looks like the disoriented status effect isn't like most other statuses, it can't be referenced via AI routines (probably why the check was commented out in the game files), but it has to be included in the ability .uc file itself.
Dragon32 3 Thg04 @ 12:36pm 
@Mashed99 YT
You could try AIBTExplorer, it does some syntax checking of AI behaviours
https://github.com/RossM/AIBTExplorer
Mashed99 YT 3 Thg04 @ 11:10am 
oh nice thank you! if you want, I could share the save file that I've been testing with and the mod list I'm using (just under 50 mods) though i don't think they conflict at all
Wilko  [tác giả] 3 Thg04 @ 1:37am 
Hmm, looks like that should do it - I'm a bit rusty with XCOM modding myself! I'll try to have a look later.
Mashed99 YT 2 Thg04 @ 10:30pm 
I'm not exactly sure what I'm doing lol, but i really appreciate the help :)
Mashed99 YT 2 Thg04 @ 10:24pm 
I've tried what you said, but i cant seem to get it working properly, it just stops them using it altogether even when they're not disorientated.
Here's a pastebin of my XComAI.ini: pastebin.com/sR1354F7
Wilko  [tác giả] 2 Thg04 @ 1:59pm 
You'd need to add the following behaviours to the XComAI.ini file:
(Seems native XCOM doesn't include this check by default??)

+Behaviors=(BehaviorName=AffectedByEffect-Disoriented, NodeType=Condition)
+Behaviors=(BehaviorName=IsNotAffectedByEffect-Disoriented, NodeType=Inverter, Child[0]=AffectedByEffect-Disoriented)

Then you need to add that condition as a child to the 'TryCallReinforcements' behaviour routine. Possibly after the 'IsAbilityAvailable' check, so something like:

Child[1]=IsNotAffectedByEffect-Disoriented, \\

(Make sure to increase the [index] for any following child behaviours)
Mashed99 YT 2 Thg04 @ 9:05am 
Hey, Great mod! is there a way to make it so that disoriented enemies cant use the ability?
perfect_Prefect 11 Thg11, 2023 @ 4:14pm 
A very simple but great mod that really makes the game more interesting👍