XCOM 2
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Gatekeeper Starts Opened
   
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12 Jun, 2016 @ 5:55pm
1 Change Note ( view )

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Gatekeeper Starts Opened

Description
The Gatekeeper units start initialized as "opened" instead of "closed".

I suspect this was the case already at an earlier design stage since the scamper already in the game forces them to close, then move, which works perfectly with this mod.

I've tested it, at first glance all the armor/defense effects look to update correctly, and the animation starts playing visually and audibly during the game.

-= WHY? =-

Allows for better late game ambushes, and also looks cool and scary as hell.

-= KNOWN ISSUES =-

Minor:
If you reload during Tactical, Gatekeepers will be closed as the variable doesn't seem to be saved properly. Saving in Tactical seems so buggy even in the base game, you should avoid it completely.

Also dead Gatekeepers will continue to emit the "woosh" sound they do when opened if you're close to them.

-= COMPATIBILITY =-
Overrides:

X2Ability_Gatekeeper
CreateInitialStateAbility (To open it by force at the start)
GatekeeperOpenClose_BuildVisualization (To prevent the sound from playing at the start of a tactical mission, animation is skipped if unit has not scampered).

-= LW2 COMPATIBILITY =-

Needs testing. Predict yes.
5 Comments
Juravis  [author] 3 Nov, 2017 @ 8:31am 
No use my gatekeeper ai or blessings of the elders
mgunh1 3 Nov, 2017 @ 6:36am 
WOTC compatable?
Reaper1996 23 Jul, 2016 @ 6:45pm 
it's a robotic testicle with limbs
Retropolis 13 Jun, 2016 @ 2:13pm 
Makes a lot of sense, i'd imagine it gets a bit stuffy in that death-ball of theirs, and if there's no pesky XCOM around, probably feel good to air the....flesh out.
Ser Lancelot 13 Jun, 2016 @ 7:52am 
So...this is to get a drop on 'em while they're open? Like you mentioned, most times I encounter them out of Concealment and they just scamper into Closed mode.