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"-= X2Effect_Blind Bugfix =-
The original game X2Effect_Blind affects Robots and any unit immune to disorient indiscriminately. The flashbang grenade has a fixed version of those functions, so they will not affect Robots or units immune to disorient. The assassin grenade is not fixed, so it can blind a Spark. I don't want to play in that code to fix one very specific, rare occurence."
It currently supports "Launchers and Hand Grenades' - An Explosive Weapon Pack" as a mod only.
It's 27 meters, equal to 18 tiles.
[XComGame.X2Item_XpackGrenades]
-MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278
+MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.65 (thinking this is a higher blindness effect)
and xcomflashbangmodconfig to:
FLASHBANG_DARKNESS_MULTIPLIER = 0.65; 0.278 is the game default for blindness.
for a flashbangs it seemed great. but in my last mission an advent officer was blind and disoriented and ran up and killed a solider. But maybe because it was about 6 or so tiles.
I think three tiles is a little excessive... but an enemy being flashed seeing FOURTEEN TILES is ridiculous, just ask the terrorists at the Iranian Embassy hostage situation how they faired against the SAS after being flashbanged.
I'm thinking maybe 5 tiles visibility is reasonable because I don't want them panicking and running around. Or is that what "50%; 27.8%" means? 50 was the game default, and you lowered it to 27.8 which is 7 tiles? Clearly i'm confused... please help :)
Thanks
SPARK Launchers Redux mod have a Flashbang-launcher thing for SPARKs/MECs. The template is [RM_FlashRain X2AbilityTemplate] I guess.
Also if anyone knows of a popular Flashbang mod (a mod that adds an item that Flashbangs), give me the grenade template name and I'll also fix it. But if you use a mod with additional flashbangs it wont work as is.
[FlashbangGrenade X2GrenadeTemplate]
FriendlyName="Granada cegadora"
FriendlyNamePlural="Granadas cegadoras"
BriefSummary="La granada cegadora interrumpe y desorienta a los enemigos en un radio muy grande, lo que inflige importantes sanciones ofensivas y pérdida de visión."
TacticalText="<Bullet/> Las granadas cegadoras no hacen daño, pero desorientan y perjudican visualmente a los enemigos en un radio grande.<br><Bullet/> Los miembros del equipo no serán afectados."
ThrownAbilityName="Arrojar granada cegadora"
ThrownAbilityHelpText="Desorienta y ciega a todos los objetivos hostiles en el área afectada."
LaunchedAbilityname="Lanzar granada cegadora"
LaunchedAbilityHelpText="Desorienta y ciega a todos los objetivos hostiles en el área afectada."