XCOM 2
[Non-WOTC] Cinematic Rapid Fire
Wyświetlanie 1-10 z 21 pozycji
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Aktualizacja: 14 lutego 2017 o godz. 8:32

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.

Aktualizacja: 12 lutego 2017 o godz. 1:26

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.

Aktualizacja: 2 lipca 2016 o godz. 11:17

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

Aktualizacja: 24 maja 2016 o godz. 7:25

Stopped targeting camera popping from the stack (again).

Aktualizacja: 22 maja 2016 o godz. 15:09

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

Aktualizacja: 22 maja 2016 o godz. 3:44

Aktualizacja: 22 maja 2016 o godz. 3:18

Aktualizacja: 22 maja 2016 o godz. 2:49

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.

Aktualizacja: 21 maja 2016 o godz. 13:14

HotPatch for freeze condition in certain circumstances.

Aktualizacja: 21 maja 2016 o godz. 10:27

  • 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.