XCOM 2
[Non-WOTC] Cinematic Rapid Fire
Showing 11-20 of 21 entries
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Update: 20 May, 2016 @ 8:23am

Update to fix issue of the target animation for the second shot triggering early. This was caused by eliminating the "return to overhead" gap between the shots, causing both animations to trigger from the first shot impacting (or missing). The soldier and target animations are now made to fully complete the animations from the first shot before either proceeds, so the second target animation reacts only after the second shot hits or misses.

Update: 15 May, 2016 @ 12:22pm

Update to provide full benefit to Grimy's Loot Mod granted Rapid Fire weapons.

Update: 15 May, 2016 @ 11:13am

Refactored code to use May patches new "official" entry point for updating templates, as opposed to the old kinda hacky way.
Finally got rid of the brief return to overhead cam (complete with UI) between shots!

Update: 13 May, 2016 @ 1:51am

Recompiled to pick up changes made to "X2Action_EnterCover" in latest patch.

Update: 9 Apr, 2016 @ 4:08am

Just added "Gameplay" tag.

Update: 9 Apr, 2016 @ 3:29am

Update: 9 Apr, 2016 @ 3:16am

Fixed compatability issues with "Grimy's Loot mod", specifically loot that granted that limited charge rapid fire in that mod. Correctly makes verbal comment correspond to both shots.
Also made Cinematic Rapid Fire behave more gracefully if other mods mean CRF can't find the first rapid fire shot, falls back to Vanilla behaviour of verbal comment only relating to the second shot, instead of just locking up!

Update: 20 Mar, 2016 @ 12:21am

Update: 19 Mar, 2016 @ 4:30pm

Post shot comment now based on "best" of the two shots, not just on the last one. Seemed silly that they mouthed of about a hit then a miss, but not a miss then a hit!
Also a little tweak which I think makes it less likely to remain in the over head angle for the opening animation of the second shot, but it might just be a placebo.

Update: 13 Mar, 2016 @ 3:16am

Whoops! Forgot to delete the 16Mb of base source code first.