XCOM 2
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[IMPLEMENTED IN OFFICIAL PATCHES] Holo targeting for non soldiers fix
   
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1 Apr, 2016 @ 12:27pm
4 Apr, 2016 @ 7:47pm
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[IMPLEMENTED IN OFFICIAL PATCHES] Holo targeting for non soldiers fix

Description
[FIX IS INCLUDED IN MAY 12 PATCH, YOU DON'T NEED THIS MOD ANYMORE]

When you attempt to give holo targeting/covering fire to aliens/attach to weapons, they ability will not trigger due to the ability checks for soldier rank abilities (abilities you get from promotions) instead of all abilities, so non soldiers are not able to gain the holo targeting effect, this mod patches them such that it checks for all abilities instead, allowing anyone with holo targeting ability to mark their targets.

To make sure this mod is enabled, add this to the first screen listener in your mod

local TDialogueBoxData kDialogData;

if (class'XComModOptions'.default.ActiveMods.Find("HoloTargetForEveryone") == INDEX_NONE)
{

kDialogData.eType = eDialog_Warning;

kDialogData.strTitle = "Required mod not enabled";
kDialogData.strText = "This mod requires fix mod Holo targeting for non soldiers fix to work, please restart the game and enable the mod.";
kDialogData.strAccept = class'UISimpleScreen'.default.m_strAccept;

`PRES.UIRaiseDialog(kDialogData);
}

Known issues:
- No visualization effects/flyovers for non soldier units with holo targeting.

You safely disable this mod at any time.

Problems? Follow this guide first! it may solve your problems (applies to all mods) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=625230005

This mod overrides X2COndition_AbilityProperty and may not be compatible with other mods that override the same class.
26 Comments
-bg-  [author] 13 May, 2016 @ 12:32pm 
This mod is no longer required since May 12 patch
Juravis 7 May, 2016 @ 11:18am 
Just tried "Untouchable" on an alien, it doesnt trigger properly. No text, and the alien still takes damage on the next shot it takes. If you want to expand your mod to add it at some point, just a heads up.
Juravis 14 Apr, 2016 @ 8:08am 
Do you think there's a way to salvage it to make the ranger one-shot-sword kill stunned enemies?
-bg-  [author] 13 Apr, 2016 @ 11:55pm 
I just noticed the ability is still very broken, and mutons don't have the delayed execute ability. I guess it's just an ability that didn't make it to the final stage. The effects are alright but the trigger is all wrong, the 'execute' ability is supposed to be a no target ability but the trigger force it to use it on a closest enemy, causing the ability to fizzle due to invalid target.
Juravis 13 Apr, 2016 @ 11:51pm 
Ahhh i see. Ive never seen a muton use it ill test it out later then thanks for the pointers
-bg-  [author] 13 Apr, 2016 @ 11:41pm 
how execute work is you takes a turn to charge and then it kills at the next turn. The nothing happen is due to soldiers don't have the charge up ability like mutons do
Juravis 13 Apr, 2016 @ 11:13pm 
The ability now appears in paperdoll twice, one says "MissingLocFriendly", probably because it was never meant to be seen.

In tactical, i get the skull icon now. It lights up when the opponent is stunned. I try to use it, the ability is used up, on cooldown, but nothing happens, target doesnt die.

If you want to make it work it would be pretty sweet. I gave both abilities using classdata for Rank 1.

http://postimg.org/image/bmlw1gyxv/
-bg-  [author] 13 Apr, 2016 @ 11:01pm 
one way to achieve this is with a purepassive ability that puts both abilities in additionalabilities
-bg-  [author] 13 Apr, 2016 @ 11:00pm 
did you give both delayed execute and execute? You need both, weapon should be unknown.
Juravis 13 Apr, 2016 @ 10:56pm 
Note that im giving the ability via ClassData AbilityName="Execute", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Changing the weapon slot to Primary, Secondary or Unknown has no effect.

Here's a pic showing it works on Paperdoll.

http://postimg.org/image/ea4oomn69/