XCOM 2
Aliens Get Hunker Down [LL]
20 Comments
Juravis  [author] 22 Jun, 2018 @ 5:55pm 
I dont think any remaining modders are interested in helping. You dont need the original sdk for the wotc sdk.
IOException 22 Jun, 2018 @ 10:58am 
Darn. I was afraid of that. The only modding I've successfully done is ini editing. Whenever I mess with the SDK, it fails. Question: Does the WOTC SDK need the original SDK installed? And how does one view script files? Finally, do you know any modder who'd be willing to help a complete newbie like me? Thanks AA!
Juravis  [author] 21 Jun, 2018 @ 5:49pm 
You'd need to write an entirely different mod. I have Stop Drop and Roll and this, youd have to merge them both and make them WOTC compatible and make sure they use OnPostTemplateCreated. It's not hard, ask a modder to come scavenge my code or the original SDAR code.
IOException 21 Jun, 2018 @ 2:11pm 
Is there a WOTC version of this? And one that puts out fires? And doesn't end your turn? The one mod that I use that does all that is the Vanilla Overhaul, but using it severely limits taking other mods... Could you possibly tease out the code from that mod to make a smaller, more compatible mod? Please and thank you!
Boisegangpc 2 Mar, 2017 @ 12:57pm 
I can try.
Juravis  [author] 2 Mar, 2017 @ 12:39pm 
I dont think it will fix it. Ask the ABA people to integrate this into their mod instead. It's a small piece of AI code to use the new ability, and a new ability. They did it before with my Chryssalid stuff, they can use this also. And if they are really into it, they could even change the animation instead of removing it to the panic animation some aliens have like the Vipers when they hunker down and coil on itselves.
Boisegangpc 2 Mar, 2017 @ 12:18pm 
Does this fix the animation bugs that ABA 2 has when aliens try to hunker? I can't figure out which mod gives the this ability(the only hunker-related ones I'm using are Realistic Panic Behavior and Hunker Down Mod), so I'm hoping this will be a bandaid.
Juravis  [author] 27 Feb, 2017 @ 8:58pm 
I'm certainly not one of the big ones unless you consider small text mods with a couple lines of code.

There is a mod on here that forces a reward deck update (I think it's from Grimy or Machina), so if you take that and just change it to remove stuff you'd be good to go.

As for the AI change, I'd have to check the ABA lines, but it's safe to say that most of the time AI overhauls are not compatible with -any- AI changes. I suggest you implement it yourself in those cases by deleting my XCOMAI.INI file then putting the code that was in that file into ABA, or ask them really. They are really open to stuff.
LightenedDark 27 Feb, 2017 @ 8:25pm 
I was referring to the alien AI changes.

On a totally unrelated note: you and -bg seem to be the big two mod writers around (who's the 3rd). Do you know of any mod/ini config to REMOVE items from the experimental ammo/grenade RNG? Something like Template.RewardDecks.RemoveItem('ExperimentalGrenadeRewards')
Juravis  [author] 27 Feb, 2017 @ 2:32pm 
As long as ABA doesnt have new units, no problem. If they have non standard (additional) unit types, it just wont have any effect.
LightenedDark 27 Feb, 2017 @ 12:42pm 
No problems with ABA2, right?
Juravis  [author] 22 Feb, 2017 @ 3:16pm 
You could probably reuse the panic animation i dont know how
IceMaverick 22 Feb, 2017 @ 2:29pm 
Huh. Because I did a mission last night where I had 3 Vipers panic from various Psi stuff and they all flopped on the ground behind the same wall, looking terrified. It was most definitely not their standard idle animation and they only returned to their usual animation when the panic effects wore off. Interesting to hear though.
Juravis  [author] 21 Feb, 2017 @ 7:25pm 
Those are flinch animations, they play but then they return to their normal posture after. I'm sure they are reusable, but youd need an animator. I just play around with templates its a lot less work ;)
IceMaverick 21 Feb, 2017 @ 7:19pm 
None of the aliens have panic animations? Like, there isn't an animation available to even substitute in? Because I know Vipers have a Panic animation where they slink down and curl up on the ground, looking shiftily around and Mutons will crouch down with their hands near their heads. Those animations can't be swapped in for a "hunker" animation?
Juravis  [author] 21 Feb, 2017 @ 7:12pm 
Aliens will flinch when fired on but none of them have correct panic animations or i would never have had to create the workaround. Using regular Hunker causes RedScreens and T-Poses. It's unavoidable -UNLESS- someone created a panic animation, which from what I understand is probably a lot of work. So i opted for "just do the idle animation".

This mod will supercede Hunker Down on aliens, so if you load it AFTER, it should work. I put in an override mechanism (much like if you see Longwatch you dont see Overwatch) and the AI code will also work. Try it and tell me how it goes.
IceMaverick 21 Feb, 2017 @ 7:03pm 
Huh cool. I kinda wish I could combine mods together. I have one mod that changes some values of Hunker Down and what it does, but it has a side-function of giving Aliens Hunker Down. So now they all T-Pose around when they decide hunkering is the correct choice.

I've always wondered, but never had anybody to ask: Is there something not allowing us to use the Panicked animations for Hunker Down? A lot of the Aliens get really low to the ground and do things like cover their heads when they panic and I personally think it'd be a pretty decent Hunker animation.
Juravis  [author] 21 Feb, 2017 @ 7:00pm 
That is entirely correct, now they just stand like bosses
IceMaverick 21 Feb, 2017 @ 6:53pm 
I'm guessing the HunkerDownNoAnim is how you bypassed Aliens utilizing the T-Pose of Power™ whenever they try to Hunker?