XCOM 2
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Aliens Get Hunker Down [LL]
   
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19 Feb, 2017 @ 3:08pm
27 Jul, 2017 @ 6:13pm
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Aliens Get Hunker Down [LL]

Description
Gives Hunker Down to aliens who can take cover. Wrote it mainly for myself, but I figured someone somewhere would want it also.

-= AI =-
Hunker Down has been added to the AlienFallback actions in LW2. You won't see the aliens use it often however, they have to be really out of options. But it's there.

You can also manually use it if you Mind Control an alien. It will appear on the bar.

-= TECHNICAL =-

Hunker Down gives an error when assigned to aliens, so I created an ability called "HunkerDownNoAnim" with no animation. It's exactly the same, but the alien will not hunch behind cover and just be on guard like they would normally. This is all internal poutine that is transparent to the user.

Effects that provide bonuses to Hunkering Down given to aliens will probably work because the effect name is still "HunkerDown".

Alien List Supported: All Sectoids, All Vipers including Viper King and Neonate, Najas, Sidewinders, Mutons of all types, Codex, Andromedon.

-= LOAD LAST [LL] =-
This mod needs to be loaded after LW2 so it can kick in properly.

-= COMPATIBILITY =-
Supports LW2 units. Will also work for Vanilla only in which case the load order doesnt matter.

Overwrites the AlienRedFallbackAction action in LW2 Behavior Tree.
20 Comments
Juravis  [author] 22 Jun, 2018 @ 5:55pm 
I dont think any remaining modders are interested in helping. You dont need the original sdk for the wotc sdk.
IOException 22 Jun, 2018 @ 10:58am 
Darn. I was afraid of that. The only modding I've successfully done is ini editing. Whenever I mess with the SDK, it fails. Question: Does the WOTC SDK need the original SDK installed? And how does one view script files? Finally, do you know any modder who'd be willing to help a complete newbie like me? Thanks AA!
Juravis  [author] 21 Jun, 2018 @ 5:49pm 
You'd need to write an entirely different mod. I have Stop Drop and Roll and this, youd have to merge them both and make them WOTC compatible and make sure they use OnPostTemplateCreated. It's not hard, ask a modder to come scavenge my code or the original SDAR code.
IOException 21 Jun, 2018 @ 2:11pm 
Is there a WOTC version of this? And one that puts out fires? And doesn't end your turn? The one mod that I use that does all that is the Vanilla Overhaul, but using it severely limits taking other mods... Could you possibly tease out the code from that mod to make a smaller, more compatible mod? Please and thank you!
Boisegangpc 2 Mar, 2017 @ 12:57pm 
I can try.
Juravis  [author] 2 Mar, 2017 @ 12:39pm 
I dont think it will fix it. Ask the ABA people to integrate this into their mod instead. It's a small piece of AI code to use the new ability, and a new ability. They did it before with my Chryssalid stuff, they can use this also. And if they are really into it, they could even change the animation instead of removing it to the panic animation some aliens have like the Vipers when they hunker down and coil on itselves.
Boisegangpc 2 Mar, 2017 @ 12:18pm 
Does this fix the animation bugs that ABA 2 has when aliens try to hunker? I can't figure out which mod gives the this ability(the only hunker-related ones I'm using are Realistic Panic Behavior and Hunker Down Mod), so I'm hoping this will be a bandaid.
Juravis  [author] 27 Feb, 2017 @ 8:58pm 
I'm certainly not one of the big ones unless you consider small text mods with a couple lines of code.

There is a mod on here that forces a reward deck update (I think it's from Grimy or Machina), so if you take that and just change it to remove stuff you'd be good to go.

As for the AI change, I'd have to check the ABA lines, but it's safe to say that most of the time AI overhauls are not compatible with -any- AI changes. I suggest you implement it yourself in those cases by deleting my XCOMAI.INI file then putting the code that was in that file into ABA, or ask them really. They are really open to stuff.
LightenedDark 27 Feb, 2017 @ 8:25pm 
I was referring to the alien AI changes.

On a totally unrelated note: you and -bg seem to be the big two mod writers around (who's the 3rd). Do you know of any mod/ini config to REMOVE items from the experimental ammo/grenade RNG? Something like Template.RewardDecks.RemoveItem('ExperimentalGrenadeRewards')