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Dmaonk
Oct 15, 2007

Chinese Starcraft tomato ninja image

Maluco Marinero posted:

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:


Can this be done for silly things like mutons, archons and sectoids?

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Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Dmaonk posted:

Can this be done for silly things like mutons, archons and sectoids?

Sure can. A lot of the enemies share the same rigging bones. Sectoids definitely work, and I could test the rest on the AnimSet Browser. I know for a fact even faceless share similar bones, although there's heavy deformation due to their size.

I think there's an argument for Fulton harnesses on gatekeepers and Sectopods though.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter




Stealth Skyranger made by Lockmart.

aegof
Mar 2, 2011

SynthOrange posted:





AHAHAHAHA MOTHER FUUUUUUUUCK IT WOOOOOORKS.

repaint skyranger

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

SynthOrange posted:


AHAHAHAHA MOTHER FUUUUUUUUCK IT WOOOOOORKS.

Get these mother loving Codex off my mother loving plane!

Kwyndig
Sep 23, 2006

Heeeeeey


SynthOrange posted:





AHAHAHAHA MOTHER FUUUUUUUUCK IT WOOOOOORKS.

This mod is getting crazier and crazier.

I like it.

Coolguye
Jul 6, 2011
Probation
Can't post for 47 minutes!
synthorange your posts are my favorite part of this thread right now

Jetamo
Nov 8, 2012

alright.

alright, mate.
Are you going to do the obligatory Thomas the Tank Engine skyranger?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Unfortunately I didn't get as much progress in after my breakthrough on the carry animations. I'm wrestling with trying to make Evacuation a delayed effect (even 1 turn would make it less reactionary), and there are plenty of examples out there, but it's just not triggering right now and it's 2am, so probs time to give up.

I could just leave it but I feel like I shouldn't even think about balancing it until this feature is in, I'd like to think it'll make the choice to evac a little harder in terms of conmitting to and holding a space.

toasterwarrior
Nov 11, 2011
That Codex Skyranger is sick as gently caress

malhavok
Jan 18, 2013

SynthOrange posted:





AHAHAHAHA MOTHER FUUUUUUUUCK IT WOOOOOORKS.

This are amazing. Need one with GI Joe and Cobra colors/symbols please!

BexGu
Jan 9, 2004

This fucking day....
Is there a mod that can upgrade non-default Tier 1 weapons to Tier 2, etc? I have a bunch of Conventional Weapons/Halo weapons workshop items that I would love to keep and have them do the same damage as magnetic/plasma weapons.

WarLocke
Jun 6, 2004

You are being watched. :allears:

Maluco Marinero posted:

Unfortunately I didn't get as much progress in after my breakthrough on the carry animations. I'm wrestling with trying to make Evacuation a delayed effect (even 1 turn would make it less reactionary), and there are plenty of examples out there, but it's just not triggering right now and it's 2am, so probs time to give up.

I could just leave it but I feel like I shouldn't even think about balancing it until this feature is in, I'd like to think it'll make the choice to evac a little harder in terms of conmitting to and holding a space.

You've probably already thought of this, but just in case: Have you considered having it work like the reinforcement timer you've mentioned before? When you put down/spawn the evac marker, have it start a timer, and then once it's iterated for a turn or two, then the option to actually evac becomes available?

Reik
Mar 8, 2004
Do you guys know of any good WH40k mods? I mean you've got

Specialist -> Techmarine
Psi Ops -> Librarian
Grenadier -> Devastator
Ranger -> Raptor Assault
Sharpshooter -> Scout Marine? Maybe Deathwatch?

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Reik posted:

Do you guys know of any good WH40k mods? I mean you've got

Specialist -> Techmarine
Psi Ops -> Librarian
Grenadier -> Devastator
Ranger -> Raptor Assault
Sharpshooter -> Scout Marine? Maybe Deathwatch?

There are some decent voice packs mined from the Dawn of War and Space Marine games that I like. Actually, I really like the Imperial Guardsman voice for a Sharpshooter.

Moola
Aug 16, 2006
theres also a space marine and IG helmet mod, but you probably already know that

JainDoh
Nov 5, 2002

if you are making mods please either repost them on the nexus or link to the mod assets in a way that is manually installable

noones even putting poo poo on the nexus anymore... i did not forsee there not being parity between releases in this area.

the game does not allow mods to be downloaded with any of the tricks people use to do that. loving why?

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Jon Do posted:

if you are making mods please either repost them on the nexus or link to the mod assets in a way that is manually installable

noones even putting poo poo on the nexus anymore... i did not forsee there not being parity between releases in this area.

the game does not allow mods to be downloaded with any of the tricks people use to do that. loving why?

Because you're supposed to pay for the game.

CJacobs
Apr 17, 2011

Reach for the moon!

Jon Do posted:

if you are making mods please either repost them on the nexus or link to the mod assets in a way that is manually installable

noones even putting poo poo on the nexus anymore... i did not forsee there not being parity between releases in this area.

the game does not allow mods to be downloaded with any of the tricks people use to do that. loving why?
If the steam workshop allowed people to manually download mods off of it, they could be downloaded and rehosted by somebody else in 10 seconds. Which, ostensibly, is not a problem really; "stolen" rehosted mods will just sink to the bottom of the pile where nobody will even see them. But Valve puts stock in people owning the rights to the mods they make for some reason.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

Lprsti99 posted:

Because you're supposed to pay for the game.

Can you only buy it through steam?

Moola
Aug 16, 2006

CJacobs posted:

If the steam workshop allowed people to manually download mods off of it, they could be downloaded and rehosted by somebody else in 10 seconds. Which, ostensibly, is not a problem really; "stolen" rehosted mods will just sink to the bottom of the pile where nobody will even see them. But Valve puts stock in people owning the rights to the mods they make for some reason.

Its super easy to download and re-upload mods as your own and 'steal' them using the workshop btw


Lprsti99 posted:

Because you're supposed to pay for the game.

noice

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride

800peepee51doodoo posted:

Can you only buy it through steam?

Yup

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
If someone wanted to post what little I have made they could grab the GitHub repo and do so. Any mod you download can be found in full in a folder at /workshop/<xcomgameid>/<workshoppackageid>

There is nothing at all stopping a legitimate owner of the game from downloading the mod and repackaging on steam, and they get all the material they would need to modify it too.

People who need the mods on nexus probably don't own the game, because there's nothing stopping a legitimate user backing up mods on their own, and moreover, it would be quicker to do it that way than trudge through nexus's hall of anti patterns.


e: it's already easy enough for people to 'steal' mods, I'll always keep my code in version control just in case but other than that there's no real reason to make it easier for them.

Speedball
Apr 15, 2008

Does the Codex Skyranger flicker like they do?

CJacobs
Apr 17, 2011

Reach for the moon!

Moola posted:

Its super easy to download and re-upload mods as your own and 'steal' them using the workshop btw

I know that. I was just saying that that's why Valve doesn't let you direct download them.

Jigoku San
Feb 2, 2003

That's the choice of the publisher, you can download mods for other games with workshop downloader sites / browser plugins.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Dunno if this is already known, this thread moves super fast (because Firaxis made an excellent game), but apparently if the dude that is carrying the loot for the map is killed via explosions, you can still get a loot drop if a sectoid reanimates him.

As far as I can tell when the map is generated the game decides which enemy is carrying your loot drop. If he dies via explosions you don't get your autoloaders, which is the same system as the previous game just it's about getting bonuses (and with less Vahlen screaming in your ears) than about getting resources. Anyways, I kill a trooper with a grenade and his sectoid buddy reanimates him, only for me to reduce the sectoid to a smoking crater because I don't have time for this bullshit. Moments later a pile of candy falls out of the dying zombie's pockets.

Kwyndig
Sep 23, 2006

Heeeeeey


Alkydere posted:

Dunno if this is already known, this thread moves super fast (because Firaxis made an excellent game), but apparently if the dude that is carrying the loot for the map is killed via explosions, you can still get a loot drop if a sectoid reanimates him.

As far as I can tell when the map is generated the game decides which enemy is carrying your loot drop. If he dies via explosions you don't get your autoloaders, which is the same system as the previous game just it's about getting bonuses (and with less Vahlen screaming in your ears) than about getting resources. Anyways, I kill a trooper with a grenade and his sectoid buddy reanimates him, only for me to reduce the sectoid to a smoking crater because I don't have time for this bullshit. Moments later a pile of candy falls out of the dying zombie's pockets.

That's related to a bug they haven't fixed yet where you can actually get double loot off a guy if a sectoid or gatekeeper zombies them.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Kwyndig posted:

That's related to a bug they haven't fixed yet where you can actually get double loot off a guy if a sectoid or gatekeeper zombies them.

Hah, nice. Not surprised it's known at this point, but always fun to figure out mechanics like that by yourself.

Also the game decided it would declare a spiteful "gently caress you!" at the end of that mission. Flawless retaliation mission so far (not counting civvy deaths but there's literally nothing you can do about those), my soldiers haven't even taken a single hit. Cue the final Faceless activating. He runs up to my full health soldier, takes a swipe, and gouges out the loving floor, killing both the full health dude (he survived the swipe at full health) and itself.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Coolguye posted:

synthorange your posts are my favorite part of this thread right now

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.





Beware the mighty decorative levitating oak. Able to provide cover even when the planter below it is destroyed.

Moola
Aug 16, 2006
I hate Unreal Script and I hate how badly Firaxis have not commented their code enough

Moola
Aug 16, 2006
It has taken me SO MANY days to do something as simple as clone Serial, and then let only the grenade launcher trigger that cloned skill.

jfc

Synthbuttrange
May 6, 2007

Welcome to my world

Also goddammit it's not recognizing my custom skyranger skin materials. Materials that already exist in game go on fine but oh god.

And it's crashing like gently caress now. Why.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Maluco Marinero posted:

Sure can. A lot of the enemies share the same rigging bones. Sectoids definitely work, and I could test the rest on the AnimSet Browser. I know for a fact even faceless share similar bones, although there's heavy deformation due to their size.

I think there's an argument for Fulton harnesses on gatekeepers and Sectopods though.

I'm still acres away from being able to use this, but would giving the stasis suit model say an xcom soldier animset not totally screw everything up because it lacks facebones and such?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

vorebane posted:

I'm still acres away from being able to use this, but would giving the stasis suit model say an xcom soldier animset not totally screw everything up because it lacks facebones and such?

Soldier Animation Sets are used for all sorts of meshes that don't have facebones, you'll be fine. As it stands the animation work has actually been pretty well done in terms of making as much stuff reusable as possible. I don't have it in front of me but the stasis suit is almost guaranteed to be using the AS_Body animation set, which means it'll support exactly the same bones used in the rest of the soldier's animation sets.

This is all really easy to test in the XCOM2 Editor anyway, choose your AnimSet and Skeletal Mesh and test away at random. You'll just need to hook them up with a new Archetype to get the animations working in game. Looking at the scripts in Playable Advent mod makes it sort of clear how it all works so you should be able to follow it, or you can take a little gander at my mod on Github and look into CharacterTemplates.

Maluco Marinero fucked around with this message at 05:51 on Mar 25, 2016

Vox Nihili
May 28, 2008
Probation
Can't post for 42 minutes!
Decided to do ironman commander for my first playthrough without spoilers. Just tried to skulljack a codex while engaged in combat, instant game over. Great!

Synthbuttrange
May 6, 2007

Ravenfood
Nov 4, 2011

Vox Nihili posted:

Decided to do ironman commander for my first playthrough without spoilers. Just tried to skulljack a codex while engaged in combat, instant game over. Great!
Nah, you just lost a mission. It happens. You can pull out a campaign win still, unless that was your one attempt to stop the doom clock and you don't have a facility to hit right away.

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Big Sean
Jan 18, 2010

Vox Nihili posted:

Decided to do ironman commander for my first playthrough without spoilers. Just tried to skulljack a codex while engaged in combat, instant game over. Great!

I did the exact same thing (also playing blind commander ironman), and on a council mission no less. Total wipe, and I was pretty furious for a few hours. Anyhow, still pulled out the campaign win.

Obviously next time, do it on an untimed mission and have the codex be the last monster activated. And keep some mimics ready.

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