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So a concealed throw is actually an okay idea :)
The setting should work for anything that adds damage by Volatile mix (such as volatile mix and boosted cores)... other perks would need code adjusting exactly what/how they add the damage to grenades if they do not check for this value
Can this "CurrentGrenade.bAllowVolatileMix = default.bPROXMINE_ALLOWSVOLATILEMIX" work with another perks (if change volatilemix for smthing else ofc), or it hardcoded to only work with volatilemix?
Thank you for mod:)
I think so yes. You'd need to disable it to have more than one proximity mine in your inventory -at any given time- ... from my understanding of the variable it allows you to only own 1 of a finite item, similar to the hunter weapons (boltcaster, axe, shadow pistol, frost bomb). Pretty sure I kept the same value that was in the base game, being my first mod there is a lot of stuff here that copies the base game but exposed the values to config.
The "attracting lost" options from this mod will only apply to the tier 1 mine, which I think is fine as the higher tiers make more sound/damage so should call the lost regardless.
My Proving Ground project will award 1x Proximity Claymore (for your Reapers), 1x Proximity Stun Mine (if you have Claus' Pathfinders) and 1x Tier 1 Proximity Mine (which the game should automatically work out and upgrade to tier 3 - as you would have done the Andromedon Autopsy already to be doing my project)
The rest of the config values don't actually overlap and should all slot together.
Okay, so I had a bit more time to look into HotBlooded's new Superior Explosives and from what I can see these two mods should be innately compatible right out the the gate. His tier 2 & 3 proximity mines already have the retained concealment on throw and use the same detonation ability as the tier 1 (with different damage values), so this mods changes to the concealment breaking for detonation will apply to those tiers too.
The ONETIME option in the config means you will be able to build just one of the item in engineering.
Compatibility wise with the new Superior Explosives mod you will currently end up getting 'tiered proximity mines' and then some one-off non-concealment breaking Mines and the Proximity Claymore. I'm not 100% sure I haven't had time to look into HotBlooded's new mod.
But making his mines non-concealment breaking is on my list of things to do. :)
also what does the onetime option in the config do?
alternatively you can also make them infinite, buildable in engineering directly or starting items
check the XComProxMinePGConfig.ini for more info
~ Hope that helps :)
It would be nice to able to give more mines to multiple soldiers.
What the proximity claymore does is simply allow the Reapers to have a standard proximity mine in their secondary weapon slot (because without mods or luck, Reapers generally tend to get zero utility slots). This then essentially allows Reapers to have their standard claymore AND a bonus throw of a proximity mine.
The standard proximity mine however is already a utility slot item, so you could just use that. Hope that helps :)
the console command should be additem xcomproximityclaymore etc right. or is there a config that doesn't allow it to be used in debug mode, just worried that i'd get upset when i arrive to research your tech in actual gameplay and tadaa, no items given
edit : oohh. proximity claymore is a secondary weapon.. is it cross class? i am using the shiremct reaper plugin mod and i don't think i can equip your claymores.
I'd like to suggest an ini config or something that allows claymore to be considered as utility instead of weapon..
It also lets you adjust if mines are unique or not, and if they break concealment on throw and activation. :)
I'm surprised it wasn't noticed earlier :)
Added the config variable for normal Proximity Mines and Proximity Claymores (and Pathfinder Proximity StunMines)
But in all honesty, Ballistic Shields, purely for the amount of ADVENT (Bio) Troops etc that use them and it's more likely that a skirmisher would recall their ADVENT training to use a shield than be trained in the 'XCOM' heavy weapons.. I mean when you look at it ADVENT by default don't really use 'conventional heavy' weapons .... also the shield could help with random placements from using wrath etc?
Feel free to use any of my code if you need it, just please link credit back to me (so that it can then be linked back to Robojumper, Iridar, Puma, Claus and the Modders Discord)
The base Claymore is nothing but a 'dummy item', the actual Claymore Abilities are added directly onto a Reaper from the perk tree ... what the Proximity Claymore does is essentially clone an entire Proximity Mine (throw and ability) but have its type changed from 'grenade' to 'weapon'
and then the weapon is locked to the 'claymore' slot.
Hardest decisions in this have been to try and maintain 'gameplay balance'.. the ProxClaymore is OP as hell.. esp if you throw a 'normal' claymore ontop of it (which you can do for a massive opening explosion :) )
I'd have to code in a toggle that would give you one at the game start .. that option does not currently exist within the mod, although it is a good suggestion for a config option - I'll look into this.
In the mean time I think you could gift yourself one through console commands, the item template name is "XcomProximityCLAYMORE".
It was nice to see you in the Xcom2 modding Discord, and then see this pop up.
Great group of very helpful modders, XCom2 modding is alive and well!
Congrats on your first mod!