Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
Thanks for letting me know.
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.
Were there problems with that build? Its entry's removed or hidden on the Workshop...
Here we go, I've tested it some, and it appears to be working as it should.
I've managed to port this to WOTC, do you mind if I post it with credits?
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.
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.
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
Is it working for you??
Sorry!