XCOM 2
Phantom Evac
33 Comments
BeardBastard 25 Jan @ 6:37pm 
hey, can you make this mod for vanilla game. there is no mod like this for vanilla game i can find out there.thanks.
MrMister 13 Nov, 2023 @ 8:23am 
So, hey, I know it's a bit of an old mod, but is there any chance you could update it so that the action cost/requirement of Phantom EVAC can be set via ini?

If not, I hope you don't mind if I try making a patch to do so, using the Free Carry Drop Subdue mod as a template.

@SilverSkies it does work with corpses if you've got the Extract Corpses mod and said corpses are in the EZ. And note that it will work with any corpse, not just thoes designed as Carriable in EC's ini.
SilverSkies 19 Apr, 2023 @ 3:02am 
is it intended this doesn't work with corpses?
Dęąth Viper 19 Oct, 2022 @ 10:54am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
ObviouslyEvil 12 Sep, 2022 @ 11:44am 
There is a mission failing bug where if you use assisted evac on a DEAD Advent general you were supposed to kill, it counts as the general escaping, thus failing your mission.
MrCloista 6 May, 2022 @ 4:45pm 
Just noticed this doesn't seem to work with unconscious MOCX, any chance you could add that functionality?
davidtriune 17 Apr, 2022 @ 3:19pm 
"Due to XCOM not letting you pick where you choose to drop units...." fixed:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2796040662
uberjammer 19 Oct, 2021 @ 2:52am 
Not literal friends, of course. Just the kind that ask you for favours. Too far? Yup, too far.
uberjammer 19 Oct, 2021 @ 2:51am 
I mean... not that there aren't enough buttons for evac, evac assist, and evac all already...
uberjammer 19 Oct, 2021 @ 2:50am 
You'd make a lot of friends by including living soldiers on the list. Avoids that irritating situation where you console in another turn because you can't believe your soldier ended up one single square from the evac zone, and nobody was willing to wait an extra second.
Nemo Jr. 2 Jul, 2021 @ 4:46pm 
I think it's the way you worded it ("without needing to carry them"), but took me a while to understand what this mod does, and what an absolute gem it is.

Basically, extract incapacitated soldiers without having to extract the carrier, so you don't lose an additional soldier from the board, correct? This is huge.

Now, someone please tell me it also works with knocked out (subdued) VIPs and I'm like *chef's kiss* mmwah.
123nick 1 Apr, 2021 @ 7:36am 
Can you add support for Extract Corpses? basically, the ability too assist the "evac" of a corpse on missions where you usually evac without getting corpses, keeping the trooper on the field and the corpse in the skyranger.
Lt Daggerwolf 10 Jan, 2021 @ 6:44am 
has anybody encountered the issue of if you are say extracting mox if you use evac all, you actually fail the mission with this mod installed?
Iridar 12 May, 2020 @ 10:41am 
Thanks for the icon visibility update, it's been driving me nuts.
neIVIesis 3 Jan, 2020 @ 8:53pm 
okie dokie, Thanks
SabaraOne 23 Dec, 2019 @ 9:56am 
My eyes can't see the animation if there is one, but using PE does trigger the Fulton sound effect, so I suspect it uses that animation. Whether it does that without Evac Corpses I can't tell you
neIVIesis 23 Dec, 2019 @ 9:12am 
Is there any animations when the incapacitated soldier is evac? Or does the soldier simply vanish?
Iridar 7 Oct, 2019 @ 9:42am 
Why not use
Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_ShowIfAvailable;

instead of?
Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_HideSpecificErrors;
Template.HideErrors.AddItem('AA_AbilityUnavailable');
SabaraOne 11 Aug, 2019 @ 3:22pm 
In case anyone else is dumb enough to try this:

This mod does not crash when loaded in Vanilla/LW2 (Using alternate mod launcher, of course)
I do not know if it actually works as intended, I didn't get that far
It does cause our oh-so-beloved infinite load time if you try to save scum
It can be safely removed mid-tactical

I do not know how much, if any of this is relevant to WOTC because I haven't played WOTC in months, but I'm willing to bet only the last one is.
Elster 15 Jun, 2019 @ 9:47pm 
I don't even know if it's intended for conscious units to be extracted, either, but it was possible on my setup despite what the description indicates.
Elster 15 Jun, 2019 @ 9:46pm 
Hi! Just had a Rescue Resistance Expedition mission with this mod enabled. At the end of the mission while I was about to extract my team, I had the somewhat foolish idea of Assisted Evac-ing a soldier who was carrying the unconscious escort. My soldier was extracted with no problem, but the escort disappeared and according to the mission debrief never made it out. Perhaps Assisted Evac could be excluded from being used on soldiers carrying bodies?
Master Chief 13 Jun, 2019 @ 6:56am 
Can this be updated to Evac MOCX and ADVENT corpses?
Krush 29 May, 2019 @ 6:22pm 
Anyway this mod could make the button disappear when not in the evac zone like all the other evac buttons?
Cyber Von Cyberus 24 May, 2019 @ 10:36am 
So this allows you to evac unconscious units without having to evac the soldier carrying them at the same time, I love this.
Beagle 23 May, 2019 @ 5:44am 
Beautiful work, thank you!
OldSorrow 22 May, 2019 @ 3:56pm 
i fucking lobe this mod
RealityMachina  [author] 22 May, 2019 @ 2:15pm 
It follows the same rules normal evac does.

(Which you can use at anytime on most missions, so you need an evac zone but you can freely call down that evac zone whenever you need it for most parts of the game.)
Snip3s 22 May, 2019 @ 1:07pm 
but there is other theories i suppose and that only expands if you can activate this ability anytime then in that case you can evacuate all of your soldiers that do in fact become injured in the listed ways, then this mod is in fact the best mod i have have ever heard of.

So @RealityMachina, does this mod activate at anytime without activating emergency evacuation or is it only if there is & evacuation zone on the mission?
Snip3s 22 May, 2019 @ 1:06pm 
It's an interesting thought, however, I'm curious why it's needed because if you have to carry your soldier 1 tile away from it, then why not carry them the whole way, it almost seems e-logical, but then again it could be useful if you have that 1 character that happens to be dazed, KO, stunned, or Bleeding as your evacuating soldiers, whilst he/she is inside the evacuation zone or just out of it.

It seems like the ability would only be used in very specific circumstances. Unless you have incredible bad luck, or would it be good luck that your soldiers only bleed out or become unconscious in every mission and they always seem to just fall short just before the evacuation zone then i guess this is your best friend.
Mana 22 May, 2019 @ 1:02am 
When you say doesn't work, do you mean causes a conflict error, or just using evac all won't evac the stunned soldiers? I'm guessing the latter, but don't want to assume.
Towboat421 21 May, 2019 @ 10:37pm 
Very nice as always
p6kocka 21 May, 2019 @ 9:11pm 
Great. Would you be so kind and upload a short video demonstration pls?
Kexx 21 May, 2019 @ 8:12pm 
Very interesting idea!! Will give it a try for sure.