XCOM 2
[WOTC] Spinning Barrels for TLP Magnetic Cannon
48 Comments
Daedalus Sep 24, 2023 @ 7:19pm 
This is a great mod. Simple but makes a big difference. Now someone needs to make a mod that fixes the TLP conventional sniper rifle so that the bolt actually moves when the soldier chambers a new round.
Dragon32 Feb 15, 2023 @ 7:16am 
@A Big Hairy Ape Man With A Rock
Are you using that mod of Veehementia's? If you are change the next line's "false" to "true"
A Big Hairy Ape Man With A Rock Feb 14, 2023 @ 5:27pm 
In the config instructions, it mentions making a flag true for [TLPMagCannonAnim.X2DownloadableContentInfo_TLPMagCannonAnim]

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
Syro System Oct 31, 2020 @ 5:01pm 
Iridar delivers yet again. This particular one goes right into my "essential core mods" list.
Rtma Eros Paragon Oct 7, 2020 @ 7:50am 
I've added to the config,
XComCannon_M1
XComCannon_M2
XComCannon_M3
No change to animations, help?
Iridar  [author] Sep 27, 2020 @ 8:22am 
@Rtma Eros Paragon
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.
Rtma Eros Paragon Sep 27, 2020 @ 7:41am 
Should Elaborate, Raider Faction : Rogue XCOM Operatives.
Iridar  [author] Sep 27, 2020 @ 7:34am 
@Rtma Eros Paragon
No idea, never heard of those. Probably not.
Rtma Eros Paragon Sep 27, 2020 @ 7:20am 
This should work for the ones Rogue Agents carry?
Iridar  [author] Jul 29, 2019 @ 5:13pm 
@KingSwaga86
Remove a semicolon ; at the start of the line to uncomment it.
KingSwaga86 Jul 29, 2019 @ 2:11pm 
I'm confused about the config? I don't know how to "uncomment" the lines? I've looked it up on google but none of the things are working?
Iridar  [author] May 26, 2019 @ 6:58am 
@Valvatorez
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.
Valvatorez(Cox Cable = awful ISP May 26, 2019 @ 12:41am 
What do I have to put in to get make the barrel spin for other weapons . Such as when I replace the LW2 Coil Gun with the X2's Plasma Cannon?
DERPKING1991 Jan 11, 2019 @ 11:28pm 
I love it
Punished Badger Jan 11, 2019 @ 8:26pm 
oh, another detail thing, potential next mod: for some reason, when using the ballistic TLP sniper rifle, the operator will rack the ejection port (???) after firing the weapon. I suspect that this is because it recycles the normal Sniper Rifle animations. This would be a good thing to fix imao
☠Мрачный Типϟ Jan 9, 2019 @ 10:51am 
Какие вкусности ждут нас в будущем братка?)):xcom2grenadier::steamhappy:
Iridar  [author] Jan 8, 2019 @ 10:58am 
@Dragon32
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.
Dragon32 Jan 8, 2019 @ 10:56am 
Hey Iridar, just wanted to say thanks for taking the time to make this mod work with Veehementia's. That's really appreciated.
d_valroth Jan 8, 2019 @ 8:33am 
@Lord Neccy: That's what I said?
Iridar  [author] Jan 7, 2019 @ 11:41pm 
@tomomi1922
Yes, the minus cancels out the default config of the Veehementia's [WOTC] Cannon Redux Animations for TLP Cannons.
Aaewen Jan 7, 2019 @ 8:18pm 
Inside the .ini file, the first line should be ....
-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.
Rasputin Jan 7, 2019 @ 6:26pm 
@Iridar You are phenomenal. Thanks aplenty!
Player Jan 7, 2019 @ 6:05pm 
Nice, wondered about that the first time i saw it lol
Narkah Jan 7, 2019 @ 4:38pm 
Probably because all of Iridar's mods have the same basic thumbbail with a different image and are constantly being released
Demonic Jan 7, 2019 @ 12:28pm 
Why is it when I see a new mod on the Workshop these days with the red title in the image and WoTC logo slapped on it, I always think, "Iridar?"

P.S. Auto added to my "next playthrough" list.
Iridar  [author] Jan 7, 2019 @ 9:58am 
@Rasputin
Compatible with ABB now.
ArcticGhost Jan 7, 2019 @ 9:32am 
so you have now made the game autisem freindly by adding a cannon sized fidget spinner.
bonus points if the crosshairs spin on the soldiers HUD :-P
Iridar  [author] Jan 7, 2019 @ 1:28am 
The mod is now compatible with Veehementia's cannon animations mods, but not out of the box, you need to change something in the config. See the mod description.
Iridar  [author] Jan 7, 2019 @ 12:32am 
@Boats McGoats
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.
B0atsMcG0ats Jan 7, 2019 @ 12:13am 
@Iridar
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?
Iridar  [author] Jan 6, 2019 @ 10:40pm 
@Lord Neccy
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.
Lord Neccy Jan 6, 2019 @ 10:35pm 
@d_valroth: The magnetic weapons of this game are in essence just Gauss Rifles. They shoot a projectile via electromagnetic force. The rifles, handgun, and shotgun type weapons don't really need to worry too much about overheating because they shoot in bursts/ one shot at a time, but because the cannon is essentially spewing out a steam of projectiles, the rotating barrels help keep it from overheating and exploding in the users face, which is the current issue with IRL Railguns, too much heat build up from one massive shot can warp the barrels and cause the weapon to explode. Apply some alien technology to that and it becomes a plausible concept.

@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
d_valroth Jan 6, 2019 @ 4:25pm 
Multi-barrel weapons generally spin to reduce heat buildup. If only one in three bullets passes down a single barrel, it keeps cooler longer thus avoiding warping which can spoil accuracy or even cause a misfire. The magnetic cannon has no propellant nor does the round physically contact the barrel, so heat buildup is substantially reduced.
Arkhangel Jan 6, 2019 @ 4:18pm 
@enders: yeah... kinda no reason to have multiple barrels in the config it has and not spin. mean, sure, the stock mag cannon doesn't spin, but it's built more like a quad-barrelled Railgun than a gatling gun too.
Aries Jan 6, 2019 @ 4:17pm 
when is it expected for the barrels to be ready for the cannon animations redux?
Iridar  [author] Jan 6, 2019 @ 12:19pm 
@Rasputin
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.
Lux Manifestus Jan 6, 2019 @ 12:19pm 
Nice
endersblade Jan 6, 2019 @ 12:16pm 
Ah, good point. It's been so long since I played the first one lol.
Bindal Jan 6, 2019 @ 10:48am 
@endersblade They were spinning in the first game, that's why.
endersblade Jan 6, 2019 @ 10:34am 
Unless it's a situation where Firaxis coded them to spin but forgot to actually make it happen, the barrels SHOULDN'T spin. It's an LMG, not a cannon. I applaud your work, it's nice to give people options, but really I see no point to this. It does look cool though.
Rasputin Jan 6, 2019 @ 10:26am 
Awesome as ever! Quick question: If I'm using a mod such as A Better Barracks which uses the TLE assets as a different weapon tier, will they use this animation or will it only affect the default TLE cannon added to a vanilla game's inventory?
tran.bronstein Jan 6, 2019 @ 10:20am 
Very thoughtful improvement.
Punished Badger Jan 6, 2019 @ 7:52am 
also this is great, thank you
Punished Badger Jan 6, 2019 @ 7:52am 
Can you also make the AMR's barrel recoil?
Kaldin Jan 6, 2019 @ 3:44am 
Awesome, thanks for making this.
theimprobableone Jan 6, 2019 @ 3:02am 
Nice. Still cant help but wonder why wasn't it put in by Firaxis in the first place
Ness Jan 6, 2019 @ 3:01am 
and again community have to end the firaxi's work, thx for ur time
Iridar  [author] Jan 6, 2019 @ 1:57am 
Just a quick mod I made to fix a particular eyesore. I don't really have time at the moment to figure out how to make it compatible with Veehementia's [WOTC] Cannon Redux Animations for TLP Cannons. Maybe later. Or poke Veehementia about it.