|
SynthOrange posted:Just set them to ragdoll and apply upward force to the ribcage bone. Boom, fulton. Sounds like fun. Whoosh!
|
# ? Mar 24, 2016 00:42 |
|
|
# ? Jun 12, 2024 11:26 |
|
RiotGearEpsilon posted:Sounds like fun. Whoosh! i'm pretty sure that's pretty close to how MGSV got its fulton animations too
|
# ? Mar 24, 2016 00:45 |
|
SynthOrange posted:Just set them to ragdoll and apply upward force to the ribcage bone. Boom, fulton. Haha, yeah, I think I could get away with a first version that is just this. Doesn't fix my being utterly lost on getting the carry animations to work on the enemy. My issue is it's really difficult to see where the associations are in the code. Like I can see where the animation for the carrier gets called, they even have 4 modifiers for Male/Female carrier and Male/Female body, and I see where all that gets set, but nothing for the body itself being picked up. It would make sense I guess that they rag doll it and they seem to use IK for the raise in the carry animation, but having seen all this I have no idea what's next to make it work for the Advent. I probably just need to start prodding the system to see what I CAN change.
|
# ? Mar 24, 2016 00:48 |
|
Have you looked at the Playable Advent mod? The developer posts in this thread: http://forums.nexusmods.com/index.php?/topic/3879390-playable-advent-mod-details-feedback/
|
# ? Mar 24, 2016 01:09 |
|
For anyone on your first play through, I didn't notice this myself so just in case you don't also in the last mission The Dimensional Rift ability for the Commander's Avatar does damage as soon as you cast it, not when it explodes the next turn like the Codex ability. It's essentially a gigantic psionic grenade on a 4 turn cool down. The tool tip for it doesn't make it sound like it does immediate damage though. Also, it doesn't end your turn so you can Rift + Shoot with the Avatar in the same turn.
|
# ? Mar 24, 2016 01:11 |
|
Reik posted:For anyone on your first play through, I didn't notice this myself so just in case you don't also in the last mission The Dimensional Rift ability for the Commander's Avatar does damage as soon as you cast it, not when it explodes the next turn like the Codex ability. It's essentially a gigantic psionic grenade on a 4 turn cool down. The tool tip for it doesn't make it sound like it does immediate damage though. Also, it doesn't end your turn so you can Rift + Shoot with the Avatar in the same turn. The nice part is it does damage on cast and then again when it explodes the next turn. It's too bad that you don't get that power before then.
|
# ? Mar 24, 2016 01:14 |
|
Pilchenstein posted:
Never forget: http://forums.2k.com/showthread.php?174656-Operation-quot-Crystal-Night-quot-!-in-GERMANY-!-!-Are-you-kidding-me
|
# ? Mar 24, 2016 01:27 |
|
SynthOrange posted:Have you looked at the Playable Advent mod? Yeah, might try that. Cheers.
|
# ? Mar 24, 2016 02:02 |
|
Kwyndig posted:The nice part is it does damage on cast and then again when it explodes the next turn. It's too bad that you don't get that power before then. Probably because it's complete bullshit like the original volunteer rift. I imagine that the designers added it because the Temple Ship and Underwater Ayy Fort are slogs and having a rechargable nuke all enemies button helps with that, since you need to conserve grenades for challenging parts at the end.
|
# ? Mar 24, 2016 02:03 |
|
Mzbundifund posted:I love that guy, whoever he is. Yesterday we went on operation Doom Tooth. Sweaty Whisper is the best I've had, and the cherry on top was for a knockout the VIP mission
|
# ? Mar 24, 2016 02:11 |
|
Alpha Phoenix posted:Never forget: Also, the final mission was wank. Again.
|
# ? Mar 24, 2016 02:43 |
|
|
# ? Mar 24, 2016 03:11 |
|
Alpha Phoenix posted:Never forget: Classic.
|
# ? Mar 24, 2016 03:26 |
|
Kwyndig posted:The nice part is it does damage on cast and then again when it explodes the next turn. It's too bad that you don't get that power before then.
|
# ? Mar 24, 2016 03:32 |
|
Ravenfood posted:Using this plus a normal Rift's tendency to confuse enemies, keep them in the original AoE, and Rupture them basically wipes everything out using only two characters, albeit on a relatively long cooldown. If you are facing a lot of melee enemies you can also throw a mimic beacon in the middle
|
# ? Mar 24, 2016 03:35 |
|
I had to restart the last mission on my iron man commander run, and now when I reload the mission none of my troops are getting the bonuses from their ammo or armor. Like, I've got dudes with equipped shredstorm cannons but they have no bonus health or armor. Has anyone else run in to this? I can't exit out of the mission to re-equip my team either. Everyone has their grenades and medkits etc, just no ammo or armor bonuses.
|
# ? Mar 24, 2016 03:45 |
|
Now this is a weird one. My saved campaign works fine, play all day, no crashes. No one else's campaigns will work. New campaign, saved campaign, no mods, all mods, they all crash at the mission screen.
|
# ? Mar 24, 2016 03:56 |
|
Away all Goats posted:If you are facing a lot of melee enemies you can also throw a mimic beacon in the middle I always love the friendly fire warnings for mimics/MCed enemies. "ARE YOU SURE?" "Yeah, gently caress 'em."
|
# ? Mar 24, 2016 04:01 |
|
Reik posted:I had to restart the last mission on my iron man commander run, and now when I reload the mission none of my troops are getting the bonuses from their ammo or armor. Like, I've got dudes with equipped shredstorm cannons but they have no bonus health or armor. Has anyone else run in to this? I can't exit out of the mission to re-equip my team either. Everyone has their grenades and medkits etc, just no ammo or armor bonuses. Known bug when you hit restart mission button :/ I'm surprised they didn't catch that one in the first patches.
|
# ? Mar 24, 2016 04:07 |
|
Maluco Marinero posted:Haha, yeah, I think I could get away with a first version that is just this. Doesn't fix my being utterly lost on getting the carry animations to work on the enemy. My issue is it's really difficult to see where the associations are in the code. Like I can see where the animation for the carrier gets called, they even have 4 modifiers for Male/Female carrier and Male/Female body, and I see where all that gets set, but nothing for the body itself being picked up. It would make sense I guess that they rag doll it and they seem to use IK for the raise in the carry animation, but having seen all this I have no idea what's next to make it work for the Advent. Don't forget to add Miller randomly saying "Subject onboard. Leave the rest to us." "Do you want to extract him?" etc. every time. This is very important.
|
# ? Mar 24, 2016 04:12 |
|
I had to disable the increased enemy squad size mod because it made my rig lag and run like a plane on fire. Which in retrospect is a good thing cause with all the new enemy type mods I made it started to look like a warhammer skirmish game than xcom
|
# ? Mar 24, 2016 04:22 |
|
Reik posted:I had to restart the last mission on my iron man commander run, and now when I reload the mission none of my troops are getting the bonuses from their ammo or armor. Like, I've got dudes with equipped shredstorm cannons but they have no bonus health or armor. Has anyone else run in to this? I can't exit out of the mission to re-equip my team either. Everyone has their grenades and medkits etc, just no ammo or armor bonuses. I hit this too. Wound up just using console commands to give my squad infinite actions to get through the mission. Sure made the final room fun! Good news is using the console doesn't prevent you from getting achievements!
|
# ? Mar 24, 2016 04:52 |
|
Reik posted:For anyone on your first play through, I didn't notice this myself so just in case you don't also in the last mission The Dimensional Rift ability for the Commander's Avatar does damage as soon as you cast it, not when it explodes the next turn like the Codex ability. It's essentially a gigantic psionic grenade on a 4 turn cool down. The tool tip for it doesn't make it sound like it does immediate damage though. Also, it doesn't end your turn so you can Rift + Shoot with the Avatar in the same turn. One thing I found about this ability is that the end explosion is slightly bigger than the initial rift. I found this out after carefully lining up avoid the thing to avoid a dominated Gatekeeper. It was no big deal though, since I could just use consume on my regenerating Avatar. The AI doesn't seem to have any ability to discern that it should move out of the area or avoid moving it into it. That goes for the Codex's rift as well.
|
# ? Mar 24, 2016 05:48 |
|
So, I have a weird circumstantial question: When my squad leaves concealment except for one with the perk that keeps them concealed, and that person attacks an enemy and breaks their individual concealment, is it intended behavior that the enemy they hit gets an instant chance to retaliate out of turn? Because I just got a guy almost killed by assuming that the enemy would do what they normally do when concealment is broken outside of their turn and take cover without attacking.
|
# ? Mar 24, 2016 06:10 |
|
Updating the game in the middle of a mission doesn't always work quite right.
|
# ? Mar 24, 2016 06:14 |
|
CJacobs posted:So, I have a weird circumstantial question: When my squad leaves concealment except for one with the perk that keeps them concealed, and that person attacks an enemy and breaks their individual concealment, is it intended behavior that the enemy they hit gets an instant chance to retaliate out of turn? Because I just got a guy almost killed by assuming that the enemy would do what they normally do when concealment is broken outside of their turn and take cover without attacking. The fix for the Beagle manouevre, breaking concealment with someone out in the open, is that if you break concealment in the open enemies have a chance to shoot rather than scatter. If you break concealment within cover you [strike]are[/strike] should be safe. E: I have no idea what the line through bbcode is. But you get the idea.
|
# ? Mar 24, 2016 06:47 |
|
CJacobs posted:So, I have a weird circumstantial question: When my squad leaves concealment except for one with the perk that keeps them concealed, and that person attacks an enemy and breaks their individual concealment, is it intended behavior that the enemy they hit gets an instant chance to retaliate out of turn? Because I just got a guy almost killed by assuming that the enemy would do what they normally do when concealment is broken outside of their turn and take cover without attacking. There is a chance of that happening, yes.
|
# ? Mar 24, 2016 06:47 |
|
Alpha Phoenix posted:Never forget: man there sure are a lot of mad people in that thread
|
# ? Mar 24, 2016 07:38 |
|
Hello XCOM thread I'd just like to share my story with you. My Ironman game, despite some bugs that cost me a chunk of my A-team, was very nearly complete. I was about to do the radio tower mission, had a double bench of colonels, every country contacted, four fully trained psi guys. Just good times all round. While I'm playing I'm also transferring a file off an FTP onto my local machine for work purposes. It's a big file, but hey, didn't think twice about it, I've got tons of space on this machine. Except I wasn't copying it to my nice beefy RAID array, I was copying it to the SSD where my OS and games are installed. Including XCOM. Including where XCOM writes savegames. Just as I leave to go on a mission, the disk fills up from the file transfer. XCOM tries to write an autosave (since it's Ironman) and fails to do so, due to their being 0 bytes free. So the game crashes. Since it overwrites the save file as it goes to write a new one, it has deleted my save in the process. So two missions from finishing my first ironman run, I now have a savegame with zero bytes of data. So, there goes my run, two missions from finishing. I hope you enjoyed my story and can at least relish the schadenfreude. Because.... gently caress me.
|
# ? Mar 24, 2016 09:07 |
|
I already rage uninstalled today
|
# ? Mar 24, 2016 09:16 |
|
I can't get angry at this game; it's my zen peace-out title that packs me off to my happy place and I will never uninstall it. It's chess with explosives, can't get more chill than that. vvv That's unfortunate ... Maybe a few more gigglebytes and a flatten and reinstall might sort it in future - or two hundred thousand less voice samples Salt n Reba McEntire fucked around with this message at 09:25 on Mar 24, 2016 |
# ? Mar 24, 2016 09:23 |
|
Oh, my family has logged 300 hours already But the endless crashes are wearing me down.
|
# ? Mar 24, 2016 09:24 |
|
The big problem with me is when I enter the victory lap portion of the game and the same ol' enemies appear again and again, I just lose motivation to actually finish a drat campaign. Some variety mods will definitely be useful, especially for enemies. Especially especially brand new ones so not every mission is Gatekeeper Gatekeeper Archon Archon Archon Archon.
|
# ? Mar 24, 2016 09:51 |
|
Crosspeice posted:The big problem with me is when I enter the victory lap portion of the game and the same ol' enemies appear again and again, I just lose motivation to actually finish a drat campaign. Some variety mods will definitely be useful, especially for enemies. Especially especially brand new ones so not every mission is Gatekeeper Gatekeeper Archon Archon Archon Archon. Realistically you'll get purple gatekeepers and green archons as mods...
|
# ? Mar 24, 2016 10:01 |
|
Bholder posted:Realistically you'll get purple gatekeepers and green archons as mods... Red mutons with bigger guns did a decent job of keeping things exciting last time
|
# ? Mar 24, 2016 10:12 |
|
Crosspeice posted:The big problem with me is when I enter the victory lap portion of the game and the same ol' enemies appear again and again, I just lose motivation to actually finish a drat campaign. Some variety mods will definitely be useful, especially for enemies. Especially especially brand new ones so not every mission is Gatekeeper Gatekeeper Archon Archon Archon Archon. All aliens all missions might give you beserkers, faceless and chrysalids
|
# ? Mar 24, 2016 10:17 |
|
SynthOrange posted:Have you looked at the Playable Advent mod? This put me on the right path. I finally realised that Archetypes are the glue that holds poo poo together, and lo and behold, that's where you declare the animation sets. Inheriting from the Base Classes, I added AS_Carry and AS_Body to the animation sets for the Advent and all was well:
|
# ? Mar 24, 2016 11:32 |
|
What does the "ambient narrative" setting actually do? I had hoped it stopped Bradford & Sons from pausing the camera and talking my glass eye to sleep every time I saw an enemy or an objective or anything else but apparently not. I just want to get all my guys in killed in peace, is that too much to ask?
|
# ? Mar 24, 2016 12:26 |
|
I think is it about when they talk about Advent burgers and stuff like that while you are at the Avenger.
|
# ? Mar 24, 2016 12:55 |
|
|
# ? Jun 12, 2024 11:26 |
|
AHAHAHAHA MOTHER FUUUUUUUUCK IT WOOOOOORKS. Synthbuttrange fucked around with this message at 13:19 on Mar 24, 2016 |
# ? Mar 24, 2016 13:16 |