XCOM 2
Flashbang Friendly Fire
45 Comments
Ishlav Sep 9, 2024 @ 2:18pm 
It also bothers me that when Vipers bind you, their colleagues can gun you down without having a chance to do friendly fire to them.
Cato Jul 13, 2018 @ 5:43am 
Since you are taking suggestions, I would like to add my vote for a WOTC port of this.
Jewels  [author] Oct 17, 2017 @ 3:20am 
Not yet
Reduviid Oct 16, 2017 @ 10:22pm 
Has this been updated for Wotc yet?
Jewels  [author] Oct 16, 2017 @ 8:07pm 
flashbangs irl aren't just visual though, they are sound and shockwave too
Brakkey Gurdy I Oct 16, 2017 @ 7:56pm 
I wonder how easy it would be to make it play something like the shielding your eye animation or something when in the radius.
Jewels  [author] Oct 16, 2017 @ 7:28pm 
maybe so but the in game animations do not reflect that and it bothers me
Brakkey Gurdy I Oct 16, 2017 @ 7:24pm 
Actually, it's fairly realistic - I'm told a flashbang is possible to shield oneself from if you know it's coming.
Jewels  [author] Sep 1, 2017 @ 11:49am 
I will update my mods soon do not worry
TactiFelis Sep 1, 2017 @ 5:59am 
Tested and confirmed not working with "War of the Chosen". Crashes the WotC and shows the "Hello Commander" error message.
Jewels  [author] Jan 18, 2017 @ 1:25pm 
no problem
Dragon32 Jan 18, 2017 @ 11:56am 
That looks like the right place for it to me. Thanks, Vortex-Pixalation
Jewels  [author] Jan 18, 2017 @ 10:34am 
Fixed
Dragon32 Jan 14, 2017 @ 8:35am 
AFAIK, game text goes in the localisation files with the appropriate language's extension (.INT for interational English, .CHN for Chinese etc.)
I'll check it out next time I'm in game. Could be a while as I got distracted by Dwarf Fortress.
Jewels  [author] Jan 14, 2017 @ 8:23am 
huh? I thought that was where It was supposed to go, if it doesn't work let me know
Dragon32 Jan 14, 2017 @ 7:24am 
Havn't tried in-game but it looks like the update added the text to Config\XComGame.ini

Not sure if that will work.
Jewels  [author] Jan 13, 2017 @ 8:22pm 
Update released
Jewels  [author] Jan 13, 2017 @ 12:44pm 
Will try updating today... sorry life got in the way
Jewels  [author] Dec 30, 2016 @ 5:00pm 
ah so I should be able to update the mod with that in the Mod's .ini and override gothca, thanks for the help I am unsure when I will get to it but I will
Dragon32 Dec 30, 2016 @ 12:19pm 
Haven't checked all cases but this seems to have worked for me.

I added the following text into the blank Steam\SteamApps\workshop\content\268500\748756564\Localization\XComGame.int

;Place localized text in this file
[FlashbangGrenade X2GrenadeTemplate]
BriefSummary="The Flashbang Grenade disrupts and disorients targets in a very large radius, inflicting significant offensive penalties."
TacticalText="<Bullet/> Flashbang grenades don't do damage, but disorient and disrupt targets in a large radius.<br><Bullet/> Warning! Friendly squad members will also be affected."
ThrownAbilityHelpText="Disorient all hostile and friendly targets in the affected area."
LaunchedAbilityHelpText="Disorient all hostile and friendly targets in the affected area."
Jewels  [author] Dec 30, 2016 @ 8:37am 
Ah my bad didn't even consider that, never modded those before.. I'll try to look into, I haven't been very active in the mod Community Recently
Dragon32 Dec 30, 2016 @ 3:12am 
Really great mod, small thing though. Some of the ingame descriptions for the Flashbang (e.g. when selected in the Armory) still says that it doesn't affect friendly troops, from XComGame.int:
BriefSummary="The Flashbang Grenade disrupts and disorients enemies in a very large radius, inflicting significant offensive penalties."
TacticalText="<Bullet/> Flashbang grenades don't do damage, but disorient and disrupt enemies in a large radius.<br><Bullet/> Friendly squad members will not be affected."
ThrownAbilityHelpText="Disorient all hostile targets in the affected area."
LaunchedAbilityHelpText="Disorient all hostile targets in the affected area."
Jewels  [author] Nov 30, 2016 @ 11:48am 
not sure I can do much about that I am afraid, seems like an incompatibility
Crazyduck Nov 30, 2016 @ 7:47am 
Been using this mod with LW Perk pack and noticed that friendly fire is gone if you pick perk Sting grenades.
K. Constantine Aug 22, 2016 @ 9:25am 
@talemore

XCOM EU and XCOM 2 don't have a ballistic's simulation for unit targeting.
Jewels  [author] Aug 22, 2016 @ 3:07am 
well It may be possible but I would have to look into it
talemore Aug 22, 2016 @ 3:06am 
Is this something you can fix by making flashbangs go through 1/2 cover?
I don't think anyone want to remake every map in the game with cafe tables.
Jewels  [author] Aug 22, 2016 @ 2:44am 
shockwaves are blocked by objects in real life, getting behind something would protect you, now a cafe table, no lol
talemore Aug 22, 2016 @ 2:36am 
If you put a flashbang next to a 1/2 cover, the grenade effective radius will be blocked by line of sight. This 1/2 cover was a table, those small tables you see in a café. You get dumb by playing xcom2
Jewels  [author] Aug 22, 2016 @ 1:46am 
closing your eyes... to a flash bang, you realize what actually disorients you isn't the light, it is the concussive blast ...
m02eav Aug 22, 2016 @ 1:07am 
So your team know that you will use Flashbang and just close eyes maybe?..
Jewels  [author] Aug 22, 2016 @ 12:42am 
that is what we call a visual glitch get over it, if the guns really shot like that then the game wouldn't make any sense, you need to get over your self, a lot of games don't actually have physical bullets but in many of those games the lore states that guns can't penetrate that far, but sometimes they do due to wonky hitboxes, you can't use visual glitches as confirmations, that is like seeing a photoshopped picture and say "oh it must be real look at the picture"
talemore Aug 22, 2016 @ 12:05am 
1 sheet of paper= 1milimeter
1000 sheets of paper = 1 meter
The gauss rifle in xcom long war is meant to be the equal of the magnetic weapons used by the advent. It was written that the bullet went through the test dummy and burrowed itself 5 meters of bunker concrete. One tile in xcom is 1,5 meters. You would be able to shoot through at least 2 tiles with a magnetic rifle.
The old ufo/xcom/rebelstar games had bullets who could kill your own soldiers, the bullets actually existed and stopped moving forward when hitting a wall. In xcom2 the bullet will hit the wall and then continue through the walls and kill the target, no matter how many walls there are inbetween the shooter and the target. It doesn't matter if it's a convential or magnetic: all firearms in xcom2 can shoot through the walls.
Jewels  [author] Aug 21, 2016 @ 7:26pm 
I know what those rifles are capable of, they wouldn't go through several walls plus a car, heck if you put 1000 sheets of paper in front of it or so it will stop the thing
Arkhangel Aug 21, 2016 @ 5:18pm 
It's a Sabot Round. big enough Caliber Armor piercing round would go through most things like that. It's not like that round is going several miles either. a .50 cal AP round is going to go through bodies, carbon fiber and brick like they're paper at the usual engagement ranges in XCOM.
Jewels  [author] Aug 21, 2016 @ 5:13pm 
that is kind of nonsensical
Arkhangel Aug 21, 2016 @ 3:53pm 
Reason i like Divine Lucubration's Sniper Mod's Sabot Round. that's a Sniper round that WILL go through anything in the way, meaning it can quite hilariously, go through three troopers, a wall, a car, that civvie on the other side of the map..
The Great Garrus Aug 21, 2016 @ 10:59am 
@yeah vortex, i find it amazing that when alien fire at you and there are 2 other beings in front that the beam goes past them and hits you :P I know it is a game. But Firaxis wants us to treat it like a real Tactical situation... oh well i guess it is a bad as not givings us shivs or at the very miniumn deployable shivs like turrets
talemore Aug 21, 2016 @ 7:46am 
It's more the idea that when you shoot, everything in that line will be able to get shot, just like the line you make with I.E flamethrower, except that the closest target, will be the target who will get shot because it will be calculated to be cover and everything behind cover will be protected by the object in front of the subject.
This for example would make a flanking on two soldiers only be able to hit the target who stands closest since the second will be protected from line of sight, though in xcom2 line of sight stretches beyond one tile, more like 1.5tiles in all directions. Very annoying when standing behind 3 walls and the enemy flanks you from an angle that visual is impossible.
Lago Aug 21, 2016 @ 3:57am 
So you could hit allies the same way as environment destruction? That'd be about as frustrating as when a sniper misses from half the map away, hits a car and blows up your SPARK. The idea might have been to discourage firing into melees but the RNG sends missed shots just about everywhere. The random car explosions a hundred metres from the battle is often testament to that.

If you desperately wanted that I suppose you could code a system where whenever you miss a target it rolls for damage against nearby enemies but the firing animation wouldn't line up. Your soldier would miss, the plasma beam would fly off somewhere to the left and the soldier next to the Muton you missed would just drop dead.
Jewels  [author] Aug 21, 2016 @ 3:30am 
I think he meant more of a system where, if a unit is close to the target, say within a few tiles, there was chance that upon missing you could hit the unit a tile or so away from the target
Lago Aug 21, 2016 @ 3:20am 
Also, you know how irritating it is when every time you shoot you have to tab through all your mind controlled aliens and hacked MECs (which, being closer, are easier to hit) every time you shoot with anyone?

Imagine tabbing through your whole squad every mission too.
The Great Garrus Aug 21, 2016 @ 3:18am 
fair enough, but it would definately add a new realm of possibilities to the game if it was
Jewels  [author] Aug 21, 2016 @ 1:35am 
see that is a bit harder, as weapons aren't aoe based, when you click the fire button it calculates hit or miss on the target nothing more, it may be very hard or near impossible to allow friendly weapon fire
The Great Garrus Aug 21, 2016 @ 1:16am 
what about weapons fire for both sides?