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Are you using that mod of Veehementia's? If you are change the next line's "false" to "true"
What does that mean exactly? I'm not very code savvy but if it just involves going into somewhere and changing a value, I just need some help knowing where
XComCannon_M1
XComCannon_M2
XComCannon_M3
No change to animations, help?
Looks like they use their own weapon template, so you would have to make an additional config entry into this mod for it to work with weapons from that mod.
No idea, never heard of those. Probably not.
Remove a semicolon ; at the start of the line to uncomment it.
this mod is for one specific weapon model. it won't work for other models, and you should not need it anyway, other cannons should already have properly spinning barrels.
Well, I'm glad at least someone is enjoying it, cuz it was a headache for a day to make it work. It was a useful experience though, so I'm not complaining.
Yes, the minus cancels out the default config of the Veehementia's [WOTC] Cannon Redux Animations for TLP Cannons.
-CannonTemplates=(TemplateName=TLE_Cannon_MG,...
is that supposed to be with a + sign or - sign? I see everything with + sign, wonder if this is intended to be the minus side or just a typo.
P.S. Auto added to my "next playthrough" list.
Compatible with ABB now.
bonus points if the crosshairs spin on the soldiers HUD :-P
Yes, it's very doable, I've done that with Autopistols before. Not something I want to spend any effort on, though.
As for spinning barrels, it should be compatible with vanilla cannon animations mod soon, cannon redux might be more tricky.
Adding to my watchlist, for when it 'eventually' becomes compatible. Great work, as always.
Sidenote: Would you be able to modify the TLP weapons so they can accept regular attachments, visually? Or are there other things happening there, that would make it more difficult?
It's a matter of animation, not code. Vanilla weapons are made of several pieces, held together by a system of rigged skeletons and sockets. That's what makes it possible to animate parts of the weapon, as well as attach weapon attachments.
TLP weapons, for whatever reason, probably lack of time caused by pressure from the publisher, are made as one single inanimate piece. So for this mod to work, I had to take the cannon's model, add a bone for the barrels, rig it, animate it, and replace the cannon's "animations" and model with my own.
It's not a particulary difficult mod, but don't think for a second it's as trivial as flipping "barrel spin" switch.
@enders: Firaxis probably just forgot to code it, like they did with a bunch of other stuff that's still in the files but not active
Depending on how ABB does it's magic, my mod in its current form would be either completely compatible or completely useless. I'll ask DerBK for specifics, should be able to make it compatible either way.