XCOM 2
Grimy's Mission Timers
55 Comments
☥¤§ÑîGHTMÃRɧ¤☥ 27 Apr @ 1:38am 
countdowning you know?
☥¤§ÑîGHTMÃRɧ¤☥ 27 Apr @ 1:38am 
how about a mod that adds a mission timer of 30 mins?
ArtanisKAI 29 Nov, 2024 @ 6:25pm 
just an addendum. this mod outright crashes even without CI
ArtanisKAI 22 Nov, 2024 @ 10:57pm 
its sorta compatible but it tends to crash my game after gatecrasher(though im using CI so that might also contribute to the crash). still testing things on my megamod pack
VS-lockon 11 Nov, 2019 @ 5:04am 
with limited turn times. you mean the 5 turn they give u on a misson
8feet 19 Oct, 2018 @ 2:26pm 
This mod is not compatible with Wotc, anyone know when an update, or another mod like this exist somewhere?
8feet 1 Dec, 2017 @ 3:02pm 
Is this Wotc compatible?
OotaOTT[RU] 1 Mar, 2017 @ 10:23am 
how to turn it off!!!((((((((((((
Kersakof 19 Feb, 2017 @ 2:09pm 
oh god this mod goes so horribly with another mod that makes you move 1 person at a time lmao
Spotter 13 Aug, 2016 @ 8:03am 
EPIC :steamhappy:
p3tr05!l!u5 9 Jul, 2016 @ 1:48am 
@CaptainKickass: Time limits per soldier would also be great for "party game style" cooperative play on the same pc (e.g. rotating turns, each player has 120 seconds to react)
CaptainKickass 4 Jul, 2016 @ 12:06pm 
hey, i really like this mod, but i have a request: please make it so i can adjust the timer based on how many soldiers i have. like 20 seconds base + 15 for each soldier.

In my experience this mod makes grenades/grenadiers (as well as heavy weapons and some psi-attacks) much less usefull, because carefully aiming a grenade takes up alot of time. I guess this is intended, but if it is not you might make it possible to add some seconds for every grenadelauncher in the team or to subtract some seconds for every teammember without grenades (or other area abilities).
also customizable differentiation between difficulties would be nice, but imho not as important as customizable seconds per soldier.

Thanks
Draconic Gaming 30 Jun, 2016 @ 6:39pm 
WARNING, MODDERS: "Grimy's Mission Timers" conflicts with "Ignore Missing Content"! Reason: they both change UIPauseMenu.
GrimyBunyip  [author] 10 Jun, 2016 @ 5:17am 
@krj12
ah, yeah those are hard to setup because timers are baked into kismets as I understand.
it's doable, but you need to change kismets in some way, to listen for an event.
krj12 (Ken) 10 Jun, 2016 @ 5:03am 
That sets up mission timers globally across the board, beforehand. I'm hoping to create a new item that will give your squad an extra turn when it's activated.
GrimyBunyip  [author] 10 Jun, 2016 @ 4:57am 
@krj12
Use the configurable mission timers mod?
krj12 (Ken) 10 Jun, 2016 @ 4:39am 
Looks like you've done quite a bit of work on timers - I have a question for a mod I'm working on. On current timed missions is there any way to add to the number of turns available? Say, for example, I have 6 turns left, and I want to increment by 1, how do I go about doing that? Been trying to look through the code, and its somewhat confusing.
Also, I guess I need some way to determine if the current mission is actually timed or not.
GrimyBunyip  [author] 1 Jun, 2016 @ 6:43pm 
added MCM support
GrimyBunyip  [author] 29 May, 2016 @ 6:31pm 
well that makes no sense
ObelixDk 29 May, 2016 @ 6:08pm 
it says this mod conflicts with the "ignore missing mod" mod..
PatientLandBeaver 2 May, 2016 @ 10:10pm 
@morionicidiot OK thanks! 30 second timer! I think I'd have a heart attack.
GrimyBunyip  [author] 2 May, 2016 @ 7:32am 
I was actually thinking of lowering it to 30 seconds :p
I rarely get close to using 45 a turn
Idk how to edit the audible beep atm. It isn't mentioned in the code as far as i can tell.
PatientLandBeaver 2 May, 2016 @ 12:28am 
@morionicidiot

Would you be able change the audible counter sound so that it occurs with 10 seconds remaining? Or perhaps allow it to be edited via the config.ini ? Thanks!
PatientLandBeaver 2 May, 2016 @ 12:25am 
I recommend an initial timer of 120 seconds. This gives you on average only 20 seconds per soldier to decide what to do with them which actually isn't much time at all if you need to work out where the best cover is, who to move where, when and who to shoot, etc. :)
spiritplumber 1 May, 2016 @ 5:40am 
This makes the game a lot more brutal. Awesome.
PatientLandBeaver 28 Apr, 2016 @ 11:44pm 
Only 42 subs to this great mod?! Guess I'm one of the crazy ones. Guaranteed to raise your blood pressure. Starting sixth playthrough, better set it to veteran and see how things go :)

Config file to adjust timer located here;
..\Steam\steamapps\workshop\content\268500\666047905\Config\
GrimyBunyip  [author] 25 Apr, 2016 @ 9:30pm 
update: an objective timer will spawn in addition to the real time timer, if you have an objective counter
GrimyBunyip  [author] 24 Apr, 2016 @ 9:16am 
@Qarisma
i'd have to build a new UI for it, you can't have both at the same time unfortunately.
I'll look into it when I have some time.
AzteQ 24 Apr, 2016 @ 9:03am 
would it be possible though to make it so we can also see the turns remaining timere
AzteQ 24 Apr, 2016 @ 7:54am 
This is quite possibly the most challenging mod and one I have been waiting a long time for. Thank you so much!
8feet 19 Apr, 2016 @ 9:34pm 
Here's one of the Bronzeman author said...
"Yes, though it's quite a bit more complex to do it that way. If I see enough requests I will consider it more seriously. Though if the two of us mod authors collaborated we could probably make a relatively simple workaround."
GrimyBunyip  [author] 19 Apr, 2016 @ 5:26am 
@8feet
Ask the bronzeman author if he can implement his mod with a screenlistener
8feet 18 Apr, 2016 @ 11:42pm 
@morionicidot
Timer now resets as intended.
Also tried w/ 'Bronzeman Mod' again, timer works fine; but Bronzeman isn't compatible w/ Timer Mod :(
GrimyBunyip  [author] 18 Apr, 2016 @ 11:05pm 
@8feet
Should be patched right now
8feet 18 Apr, 2016 @ 11:01pm 
Scratch that... The timer doesn't reset even w/o 'Bronzeman Mod'
Gonna wait for a patch for it.
GrimyBunyip  [author] 18 Apr, 2016 @ 10:12pm 
@8feet
Yeahx both our mods override uipausemenu it seems.
I wonder if bronzeman really needs that override though, seems it could do what it does with just a uilistener.

My mod currently needs the override because its the only way to hook into the tick function.
GrimyBunyip  [author] 18 Apr, 2016 @ 6:41pm 
@8feet
Probably a good idea, but I prefer to leave the settings to ones that I personally use.
If I don't, I need to update my settings every update, which is a huge hassle for me when I have so many mods.

also the new update should now pause time when you pause the game.
No more "bonus time" for actions though, new system also simply pauses time while units are taking their actions.
8feet 17 Apr, 2016 @ 11:49pm 
I suggest to increase the default timer to around 75-90 to help give a good impressions for first time users of this mod.
Mine right now is 90 and I still get this intense moments(especially because this Timer mod, blocks the 'Turns Left' which makes you want to really hurry up)
Eirshy 16 Apr, 2016 @ 8:35pm 
I approve of this existing. Won't be doing this to myself, but do appreciate that this is a thing that exists.
Soothsilver 16 Apr, 2016 @ 3:10am 
Classic... Ironman... timed turns... are you mad?! You wouldn't get through two missions!
PatientLandBeaver 15 Apr, 2016 @ 8:03pm 
YES! I kept thinking about this exact timer idea when playing Xcom EW and thinking it would really add to my already exceedingly high stress levels while playing classic ironman! Now I can just blame it on the timer. Good work! :)
GrimyBunyip  [author] 15 Apr, 2016 @ 7:47pm 
@8feet
Will look into it
8feet 15 Apr, 2016 @ 7:18pm 
My only problem is that when I pause my game... The Timer still keeps going down.
Is there a way to fix this #Please
JayBee 🔰 15 Apr, 2016 @ 3:51pm 
You are evil, I like it. :]
GrimyBunyip  [author] 15 Apr, 2016 @ 2:47pm 
@Hybridon
It'll display a timer for the aliens' turn, but it shouldn't do anything when it hits 0.
Granted, I've never had the aliens take a 1 minute turn before.
@sbaig2001
none at all
Kanan 15 Apr, 2016 @ 2:40pm 
Does this affect the aliens turn also, like they have X seconds to play there turn, or only ours?
Saisher 15 Apr, 2016 @ 2:39pm 
Have you no soul?
8feet 15 Apr, 2016 @ 1:23pm 
Maybe Firaxis planned on implementing Challenge Mode during Shen's Last Gift?
Juravis 15 Apr, 2016 @ 12:14pm 
This is a great idea but I`m not up to the challenge.
GrimyBunyip  [author] 15 Apr, 2016 @ 12:02pm 
@LGear
good idea