XCOM 2
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REQ: [WOTC] ADVENT Medikits
   
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15 Oct, 2017 @ 7:50am
22 Oct, 2017 @ 1:32pm
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REQ: [WOTC] ADVENT Medikits

Description
-- Requested mod --

Gives Advent soldiers medikits and adds the AI behaviours for soldiers to heal themselves and other soldiers. Level 2 Troopers, Captains and Shieldbearers get the regular medikit, and level 3 versions get the NanoMedikit.

-- Custom / Settings --

XComGameData.ini has the other advent troops commented out, so these can be enabled by removing the ';' at the start of each line. Adding new enemies will require their loadouts to include Medikits or NanoMedikits.

The AI behaviours modify some core AI routines, so these should be applicable for most new enemies.

-- Changelog --

- Updated to use updated code from Advent Medic mod (I recommend switching to this!)
- Updated to use modified 'TryJob' core AI behaviour, resulting in cleaner and more (ABA) compatible AI routines.
15 Comments
Wilko  [author] 26 Feb, 2020 @ 10:11am 
Sorry, I'm not looking to start any more XCOM projects at the moment.
Dr.NDL 24 Feb, 2020 @ 8:19pm 
can you port the alien hunter class for wotc? I would really appreciate you even if you cant or wont consider accepting this request! ty
Feodal 26 Nov, 2017 @ 5:56am 
thanks, missed it
Wilko  [author] 16 Oct, 2017 @ 12:26pm 
Cheers! From the feedback, I'm going to make a Advent Medic unit which I'll make the more compatible one. Also means I can give the unit a unique AI path, so I don't need to use core AI behaviours.
Juravis 15 Oct, 2017 @ 1:11pm 
ADVENT Future was just tested, it supports Priests and Shieldbearers Medikits. Thanks Wilko, that was such an awesome idea. And so simple to implement, just swap the loadout. Also, your AI work is almost top notch.
Bobler 15 Oct, 2017 @ 1:09pm 
When we can see Wilko,s medcits in your ai pack then?)). That integration sounds pretty cool and would be very usefull with heal multiplier option ON.
Juravis 15 Oct, 2017 @ 1:02pm 
I dont think you can make it generally compatible with all mods. I have integrated it to ADVENT Future, and added support for the Priest and Shieldbearer and will be moving to testing. I'd love to help, ill try to find a nice solution. NeedsReload is a safe function you could use.
Wilko  [author] 15 Oct, 2017 @ 12:57pm 
@ADVENT Avenger - By all means, I'd love to know your thoughts on improving the behaviours further. I wanted to make it as 'accessible' as possible as I didn't know what units would be using it, but hooking into some of the core behaviours has resulted in oddities.
Juravis 15 Oct, 2017 @ 12:41pm 
- Units that are flanked will no longer move out of flank unless they have a healing destination, fixed
- Added check to TryShootOrReload also in case a unit doesnt use TryShootOrReloadOrOverwatch
- Added check so units wont move to Robotic Advent units (just in case).

Known issues: A unit that is not flanked will not attempt to Move and Medikit (which is funny), and I dont know how to fix that and keep it compatible. I guess you could hook into NeedsReload, its called almost always by both actions.

https://pastebin.com/qe8vxunX

I dont recommend using this with my AI mods, I'm going to integrate it instead into mine, but I need your permission.
MaCC165 15 Oct, 2017 @ 11:39am 
an advent medic should be ranged healer, heal melee would be rly hard to make(cause of the ki)
just look into the advent priest mod for vanilla if u want to make an advent medic,
for this mod i think just officers/captains should get medics, so its it doesnt make poison and other complete useless, and make these units more unique,