XCOM 2
Ready Up
94 Comments
Slap 29 May, 2023 @ 6:38pm 
Does this even work for anyone?
Rtma Eros Paragon 16 Aug, 2020 @ 10:13am 
Nevermind, Wrong Version.
"Hard Tack" Tom 9 Feb, 2018 @ 9:26pm 
love it!
Kittah Khan 7 Oct, 2017 @ 2:06pm 
@Dragon32
Aaaand it's back up after a rebuild of the core systems.

@/dev/null
I had to get rid of your custom stacking system, somehow it was causing trouble during mission start on missions after the first, if I had to guess, something is off with the gamestate handling.

I've switched to basic effectstate stacking, using:
[code]
DuplicateResponse=eDupe_Refresh
bStackOnRefresh=true
[/code]
And a simple GetToHitModifiers that uses the iStacks variable on the effect gamestate and caps the total aim bonus.

The stacks condition was also adjusted to use iStacks variable;

This is admittedly less versatile than your custom stacking system, but it has the benefit of working in WOTC.
Dragon32 7 Oct, 2017 @ 9:24am 
@Kittah Khan:
Thanks for letting me know.
Kittah Khan 7 Oct, 2017 @ 6:52am 
@Dragon32
Yeah, my bad for not seeing this comment.

Despite some tests, it was still crashing, so I took it down.
I'm re-evaluating my approach, I'll probably have to rebuild it instead of using /dev/null's code.

I've been playing around with some stuff, doing a basic version is fairly simple, so I'll do that.
Dragon32 4 Oct, 2017 @ 9:54am 
@Kittah Khan:
Were there problems with that build? Its entry's removed or hidden on the Workshop...
Kittah Khan 3 Oct, 2017 @ 11:58am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1152666397

Here we go, I've tested it some, and it appears to be working as it should.
Kittah Khan 1 Oct, 2017 @ 5:46am 
Yeah, definetly, single tactical mission works fine, starting a campaign works fine, but the second mission in a campaign hits a wall during loading, which happens to be when the ui listener kicks in.
Kittah Khan 1 Oct, 2017 @ 5:26am 
But I did just encounter a crash on mission load, I think I'll have to change how the ability gets added.
Kittah Khan 1 Oct, 2017 @ 5:24am 
@/dev/null Just a few changed delegate definitions and the flyover wasn't needed anymore, nothing onerous.
/dev/null  [author] 1 Oct, 2017 @ 4:58am 
@kittah khan, not at all, what needed changing?
Kittah Khan 1 Oct, 2017 @ 3:00am 
@/dev/null
I've managed to port this to WOTC, do you mind if I post it with credits?
/dev/null  [author] 6 Sep, 2017 @ 3:57pm 
I cannot answer questions as to WotC compatibility as I do not own this expansion and do not have any plans to purchase it at this time, nor do I have time to work on my mods.
Scrooge McDuck 2 Sep, 2017 @ 11:14am 
Yes please, same question, WotC?
K. Constantine 31 Aug, 2017 @ 2:18pm 
Ok, so does this work with WOTC or not?
DeBlue 13 Jun, 2017 @ 1:15pm 
@Dragon32 I see, I'm all for immersion though, if humans can steady their weapons why can't a superior Alien race do it? I guess it all comes down to balance though... I can't decide if I should use it for balance?? Or not for balance?
Dragon32 13 Jun, 2017 @ 11:58am 
@DeBlueSeven:
That's right, it's people on your side only. Guess someone could add the ability to enemies but would the AI be able to handle it? IIRC, DerBK couldn't get ADVENT to use smoke grenades sensibly.
DeBlue 13 Jun, 2017 @ 9:31am 
Enemies do not get this ability I assume? That would be amazing if that was possible or is already.
Dragon32 12 Jun, 2017 @ 11:22am 
@DeBlueSeven:
Oh. You found it.
Look in XCOM 2's workshop folder, each mod has a unique ID and that ID is its subfolder. You can get the ID from the mod's Steam page URL.
DeBlue 12 Jun, 2017 @ 2:55am 
Where is the ini file? I think that is crucial information for those that want to use this mod.
Conefed 8 Apr, 2017 @ 9:09pm 
I would like to use only Ready Up. I never use the others and they take up valuable action slots.
Conefed 24 Feb, 2017 @ 5:49pm 
I mean, how toggle? How remove the unwanted buns?
Conefed 23 Feb, 2017 @ 7:17am 
How stable Ready All/Others function? The icons knock other abilities off the screen
thunderbeast 25 Nov, 2016 @ 1:54pm 
After update, "ENABLE_READYALL=false" option didn't work. Can't disable that button. :(
=[NK]= Col. Jack O'Neil 23 Nov, 2016 @ 5:12pm 
I never had time to properly play! I just fired up the computer to test it! I'll check it in the next few days (back to back shift work doesn't leave much time for games)
/dev/null  [author] 23 Nov, 2016 @ 4:46pm 
@Jack: did you like the animation on Ready All/Others?
=[NK]= Col. Jack O'Neil 23 Nov, 2016 @ 2:53am 
You my friend are a legend!
/dev/null  [author] 23 Nov, 2016 @ 12:49am 
@jack: done and done
=[NK]= Col. Jack O'Neil 22 Nov, 2016 @ 8:57pm 
Oh in addition! :)
/dev/null  [author] 22 Nov, 2016 @ 8:22pm 
@Jack: In place of or in addition to the existing Ready All?
=[NK]= Col. Jack O'Neil 22 Nov, 2016 @ 7:08pm 
Lol, I noticed!

Actually one more thing if you're dding stuff, is if you'd consider putting in an 'ready others' button, same as what overwatch all has?? Would be super useful when wanting to move one guy forward and just wanting to ready/ overwatch others and then moving forward! Or just using ready others while on the sniper :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=621695447&searchtext=overwatch+all
/dev/null  [author] 22 Nov, 2016 @ 6:52pm 
@Jack: Asyou can probably guess, I'm tweaking the underlying framework for somethng else ;) Stay tuned
=[NK]= Col. Jack O'Neil 22 Nov, 2016 @ 6:20pm 
Awesome! 10/10 ;)
/dev/null  [author] 22 Nov, 2016 @ 4:51pm 
@Jack: I added another configuration option (and description) that allows you to delay the decay of stacks for 1 or more turns.
=[NK]= Col. Jack O'Neil 22 Nov, 2016 @ 6:14am 
It works perfectly! I like the descriptions in the ini as well! Great work! Thanks for everything!
/dev/null  [author] 22 Nov, 2016 @ 5:13am 
@Jack: Okay, all good, please let me know how it goes
/dev/null  [author] 22 Nov, 2016 @ 4:44am 
@Jack: Still a bug in the decay, in that it doesnt' decay the actual aim value but this is because of a bug in the base game, so I'll need to work around it.
/dev/null  [author] 22 Nov, 2016 @ 3:38am 
@Jack: new version up, please let me know if this fixes your issue, and whether you encounter any others. I've played a few games and confirmed that the effect is decaying and removed.
/dev/null  [author] 22 Nov, 2016 @ 2:54am 
@Jack: I found the problem and I'm making some additional improvements, will have a fixed version up soon
=[NK]= Col. Jack O'Neil 22 Nov, 2016 @ 12:46am 
Oh no rush mate!!
/dev/null  [author] 21 Nov, 2016 @ 11:51pm 
@jack still getting my environment setup and reimporting the module (had to reinstall the whole computer due to hardware problems)
=[NK]= Col. Jack O'Neil 21 Nov, 2016 @ 11:07pm 
Yeah decay is true, I've tried all sorts of numbers, 1 and 2 and thought maybe it was % of accuracy so tried 10 and 20, but I can ready and keep ending turns and nothing changes :(

Is it working for you??
/dev/null  [author] 21 Nov, 2016 @ 11:03pm 
@Jack can you confirm for me that you have set ENABLE_DECAY to TRUE ?
=[NK]= Col. Jack O'Neil 21 Nov, 2016 @ 4:57am 
Much appreciated!!
/dev/null  [author] 21 Nov, 2016 @ 1:50am 
@jack I'll have a look as soon as I get a chance. It should be working, but possibly something has been broken.
=[NK]= Col. Jack O'Neil 20 Nov, 2016 @ 6:52pm 
I've come to think the decay doesn't work at all!! lol, does it work for anyone?
=[NK]= Col. Jack O'Neil 31 Oct, 2016 @ 6:24am 
Any ideas with the stacks not decaying? Is anyone else having this issue?? I've resubbed, I've tried different values. I'm wanting that if I ready up twice in a round, one will decay at the start of the next round, but I keep getting it not letting me ready up because I'm full.. I just don't understand the ini!

Sorry!
=[NK]= Col. Jack O'Neil 22 Sep, 2016 @ 10:22am 
My stacks don't seem to be decaying?? I've tried having it at 1, I've tried 2, but it seems like there's no decay?!
mEx-I 22 Sep, 2016 @ 9:25am 
me to no overwatch!!