XCOM 2
[IMPLEMENTED IN OFFICIAL PATCHES] Holo targeting for non soldiers fix
26 Comments
-bg-  [author] 13 May, 2016 @ 12:32pm 
This mod is no longer required since May 12 patch
Juravis 7 May, 2016 @ 11:18am 
Just tried "Untouchable" on an alien, it doesnt trigger properly. No text, and the alien still takes damage on the next shot it takes. If you want to expand your mod to add it at some point, just a heads up.
Juravis 14 Apr, 2016 @ 8:08am 
Do you think there's a way to salvage it to make the ranger one-shot-sword kill stunned enemies?
-bg-  [author] 13 Apr, 2016 @ 11:55pm 
I just noticed the ability is still very broken, and mutons don't have the delayed execute ability. I guess it's just an ability that didn't make it to the final stage. The effects are alright but the trigger is all wrong, the 'execute' ability is supposed to be a no target ability but the trigger force it to use it on a closest enemy, causing the ability to fizzle due to invalid target.
Juravis 13 Apr, 2016 @ 11:51pm 
Ahhh i see. Ive never seen a muton use it ill test it out later then thanks for the pointers
-bg-  [author] 13 Apr, 2016 @ 11:41pm 
how execute work is you takes a turn to charge and then it kills at the next turn. The nothing happen is due to soldiers don't have the charge up ability like mutons do
Juravis 13 Apr, 2016 @ 11:13pm 
The ability now appears in paperdoll twice, one says "MissingLocFriendly", probably because it was never meant to be seen.

In tactical, i get the skull icon now. It lights up when the opponent is stunned. I try to use it, the ability is used up, on cooldown, but nothing happens, target doesnt die.

If you want to make it work it would be pretty sweet. I gave both abilities using classdata for Rank 1.

http://postimg.org/image/bmlw1gyxv/
-bg-  [author] 13 Apr, 2016 @ 11:01pm 
one way to achieve this is with a purepassive ability that puts both abilities in additionalabilities
-bg-  [author] 13 Apr, 2016 @ 11:00pm 
did you give both delayed execute and execute? You need both, weapon should be unknown.
Juravis 13 Apr, 2016 @ 10:56pm 
Note that im giving the ability via ClassData AbilityName="Execute", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
Changing the weapon slot to Primary, Secondary or Unknown has no effect.

Here's a pic showing it works on Paperdoll.

http://postimg.org/image/ea4oomn69/
Juravis 13 Apr, 2016 @ 10:51pm 
I give Execute to a soldier. It appears in the paper doll section, square icon with skull.

Once in tactical, the ability doesnt show bottom left, and isnt available in combat. Being next to a stunned unit shows no effect, bar isnt changed.
-bg-  [author] 13 Apr, 2016 @ 10:30pm 
Tell me which part isn't working
Juravis 13 Apr, 2016 @ 9:10pm 
I'm trying to give the Muton Execute ability to a XCOM ranger, but its not working as-is. If you can, would you check if there's anything in code making this impossible for XCOM to use?
Juravis 4 Apr, 2016 @ 9:05pm 
Ah yes it works now, beautiful thanks
-bg-  [author] 4 Apr, 2016 @ 8:58pm 
wait.... your code is wrong.... How do you even get the icon to appear before, if you want to give them covering fire you have to add the template to the character, not in the x2ability
Juravis 4 Apr, 2016 @ 8:48pm 
How do you give the aliens Covering Fire then?
-bg-  [author] 4 Apr, 2016 @ 8:46pm 
clean up your overrides in xcomengine.ini first?
Juravis 4 Apr, 2016 @ 8:44pm 
Im using only mine and yours, and the PurePassive line is the only change. I have no idea whats going on. How did you test it, it might help me.
-bg-  [author] 4 Apr, 2016 @ 8:43pm 
it's not suppose to cause the thing in ability bar to disappear....

might be another mod
Juravis 4 Apr, 2016 @ 8:43pm 
If you want to test, this is my code.

class X2Ability_Muton_JFB extends X2Ability_Muton config(GameData_SoldierSkills);

static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Templates;

Templates.AddItem(CreateBayonetAbility('Bayonet', false));
Templates.AddItem(CreateBayonetAbility('CounterattackBayonet', true));
Templates.AddItem(CreateDelayedExecuteAbility());
Templates.AddItem(CreateExecuteAbility());
Templates.AddItem(CreateCounterattackPreparationAbility());
Templates.AddItem(CreateCounterattackAbility());
Templates.AddItem(PurePassive('CounterattackDescription', "img:///UILibrary_PerkIcons.UIPerk_muton_counterattack"));
Templates.AddItem(PurePassive('CoveringFire', "img:///UILibrary_PerkIcons.UIPerk_coverfire", true));

return Templates;
}
Juravis 4 Apr, 2016 @ 8:42pm 
@-bg-
If i put my mod, where i give the Muton the PurePassive Covering Fire, it shows up in the ability bar down, but it does nothing.
If i mix it with your mod, the ability icon down in the bar disappears.
In either case, it's not triggering properly.
Juravis 4 Apr, 2016 @ 7:50pm 
Alright, let's test out those Mutons with Covering Fire.
-bg-  [author] 4 Apr, 2016 @ 7:49pm 
added
Juravis 1 Apr, 2016 @ 3:50pm 
God bless you.
-bg-  [author] 1 Apr, 2016 @ 3:32pm 
I think I will just merge it into this mod.
Juravis 1 Apr, 2016 @ 3:29pm 
Oh wow i needed to learn about this. Can you make one for Covering Fire? It wont work on aliens.