XCOM 2
[Non-WOTC] Cinematic Rapid Fire
21개 중 1~10개 표시 중
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업데이트: 2017년 2월 14일 @ 오전 8시 32분

Ok, couldn't find a happy medium for WAIT_TIME which wasn't too long for weapons with a fast refire time (shotgun, cannon) against enemies with quick flinch animations, but wasn't also too short in some situations for slow refering weapons (ie, the various sniper rifles). So, I bit the bullet and rolled my own synchronization method.
I'm thinking one of the patches since May has made stray triggers more likely somewhere along the line.

업데이트: 2017년 2월 12일 @ 오전 1시 26분

The "fudge time" mentioned in the 22 May 2016 update notes now configurable in the .ini. Default now a longer 0.5 seconds, sniper rapid fire was triggering the second hit animation too early sometimes with 0.2s, seemed related to bluescreen ammo on robot targets.

업데이트: 2016년 7월 2일 @ 오전 11시 17분

Some of the classes I extend were updated with the Shen's Last Gift patch, so recompiled against new source code.

업데이트: 2016년 5월 24일 @ 오전 7시 25분

Stopped targeting camera popping from the stack (again).

업데이트: 2016년 5월 22일 @ 오후 3시 09분

Used a different method to trick miss animations into playing, so Perfect Information breakdowns will show too.

업데이트: 2016년 5월 22일 @ 오전 3시 44분

업데이트: 2016년 5월 22일 @ 오전 3시 18분

업데이트: 2016년 5월 22일 @ 오전 2시 49분

Tweaked to avoid corner case which caused second hit/miss animation to play immediately with the second shot ready/aim animation. Little bit of a fudge, so if you have an odd mod weapon which can go from ready/aim to shot landing on target in less then 0.2secs, then the animation will play late.

업데이트: 2016년 5월 21일 @ 오후 1시 14분

HotPatch for freeze condition in certain circumstances.

업데이트: 2016년 5월 21일 @ 오전 10시 27분

  • Fixed other animation caused by the 15 may update, namely that aliens no longer played their "missed" duck&cover animation for missed first shots, or missed second shots if the first hit.
  • Seperated out shot comments, with the first shot comment playing out over the readying/aiming animation of the second shot.
  • Removed the rapidfire "activation" flyover when the second shot fires, now looks quite out of place without the return to overhead.
  • .ini options in XComCinematicRapidFire.ini added to toggle the above two changes, so people can revert if they wish.