XCOM 2
Col-16 Pigeon Gun
49 kommentarer
IGdood 5. mar. 2017 kl. 8:54 
This gun isn't showing up in the inventory...?
saximaphone 21. aug. 2016 kl. 11:31 
Well the particle effects still aren't fixed and no responce here so unfortunately I'll have to unsubscribe for now. Right now it's just taking up space.
saximaphone 19. juli 2016 kl. 15:06 
The pigeon particle effects do not show up and there is only one available in the inventory.
You should either make them infinite or cratable maybe.
RRed1234 8. maj 2016 kl. 17:44 
@Reyn Turner
Late, but this was one of the first 6 mods to be released O.o
Ravemaster99 2. mar. 2016 kl. 22:19 
No idea how to find/equip/use this in game :/
TotallyNotADentist 24. feb. 2016 kl. 18:22 
This mod is not appearing on my mod screen, any ideas as to why this may be?
pigeon767ikwak 24. feb. 2016 kl. 15:26 
i approve
Indianal Jones 22. feb. 2016 kl. 2:56 
Has technology gone too far?
mario64_n64 15. feb. 2016 kl. 14:39 
Oh, ok. Thanks for clarifying that. That sounds a bit too complicated for me. Sorry for the late reply, my pc died last weekend. :(
Timer 12. feb. 2016 kl. 18:38 
EladDV is there any chance we could get a how to on this one? changing how the guns fire something people have being asking about
Invizigoth 11. feb. 2016 kl. 12:43 
Hellow (Clarifying and clearing confusion)
This Mod replaces guns or just add this new one? :target:
Nicoliv-58 9. feb. 2016 kl. 12:21 
FINALLY I've been waiting for this mod
Coldfur 9. feb. 2016 kl. 7:17 
Shen has a lot to answer for.
FerretBomb 8. feb. 2016 kl. 17:45 
Awesome! Definitely needs a new weapon model though, possibly a Fallout3 Fat Man style slingshot with a pigeon magazine? :D Also missed out on not naming it the COO-16, as pigeons coo.
EladDv  [ophavsmand] 8. feb. 2016 kl. 14:48 
Flowey i have an idea of where that overwrite comes from i'll work to fix it on the weekend.
Ara Geddon 8. feb. 2016 kl. 13:35 
Your gun overrides the corgi gun, please fix :isaac:
Jewels 7. feb. 2016 kl. 10:35 
hmmm seems a bit odd that you can't just editing existing objects, that will make this more complicated than it needed to be, as I would also need to do this to the LWS SMG for consistancy, ugh this may be much harder than I imagined
EladDv  [ophavsmand] 7. feb. 2016 kl. 10:24 
Ok Vortex, i dug up a bit more and it looks like destruction effects are also created using particle systems and not in code. To make casings last longer you'd need to override the current weapons with new ones which operate the same but use new particle systems that are configured to make those effects last longer, just like making a new weapon you'd need the model and everything that the weapon originally have but replace the current particle system it uses for the flash with a new one and save all of those(for each weapon) in a package. The Lifespan attribute inside the particle system that is under "casing" is the determaining factor you could increase is as you'd like but be careful of large amounts of casings active it could bog down the system.
Jewels 7. feb. 2016 kl. 10:17 
I know the shells are within the flash, I found that much out on my own lol, I just don't know how to actually make them stay longer
EladDv  [ophavsmand] 7. feb. 2016 kl. 9:48 
Looking at shell casings they are located within the muzzle flash particle system for each gun, you could possibly extend their lifetimes there.
Now for debris that'll be harder because they are code driven from what i can see and i have yet to find where they are deleted from but i'll keep looking
Jewels 7. feb. 2016 kl. 9:13 
I am just playing around trying to get them to stay longer, and pretty much everything I do, the disappear at the normal times, I am just trying to do this to eventually try to make debris from buildings last longer, so I really would appreciate exactly what to change to make the lifetime longer
EladDv  [ophavsmand] 7. feb. 2016 kl. 9:01 
Ok Vortex-Pixalation if you can describe what the problem with the current shell casings is and what you want them to do i'll look at them
Jewels 7. feb. 2016 kl. 8:48 
Can't seem to figure out where the lifetime value itself is, or what it is
EladDv  [ophavsmand] 7. feb. 2016 kl. 8:25 
I am considering going one step further and making this into a tier of weapons to replace magnetic weapons (i'll try to only affect new campagins) with new models.
Ishmale Minora 7. feb. 2016 kl. 7:24 
Thank you for making his dream true. Also this is amazing.
Crazy Boris 7. feb. 2016 kl. 3:12 
Can someone please make a halo guns mod for the game? I'd love my snipers to wield the Halo guns.
Jewels 7. feb. 2016 kl. 0:36 
kk thank you I'll try messing around now
EladDv  [ophavsmand] 7. feb. 2016 kl. 0:36 
no no no Vortex-Pixalation you need to make the actual emitter lifespan longer it's inside the required properties or spawn properties i think. Worst case i'll take a look on it later today.
Jewels 7. feb. 2016 kl. 0:32 
I did that, see I flat out deleted the lifespan, but there is not change when I test it
EladDv  [ophavsmand] 7. feb. 2016 kl. 0:22 
Vortex-Pixalation: You could go inside the the particle system and configure the emitter time to be whatever you'd like, BTW i think shell casings have a very long life span (i've seen them on the ground for at least a turn or two) unless they are despawned by turns/outside sources then you have to find that source and disable it
Jewels 6. feb. 2016 kl. 23:39 
So since you seem to understand the Particles better than I do would you happen to know how I would make certain particles last longe IE: Shell Casings
LittleMikey 6. feb. 2016 kl. 22:12 
A mesh is a 3d picture, a jpeg is a 2d picture. You can't just take a 2d picture and make it 3d, you actually have to make it from scratch.
Flamin' Bear 6. feb. 2016 kl. 21:33 
a static mesh is a model reprensentation of something. You can't just give the game a jpg of a pug and ask it to make it 3D. Someone actually has to make that model and apply a texture on it. Thats what a static mesh is.
mario64_n64 6. feb. 2016 kl. 20:06 
I'm not sure what a static mesh is, do you mean a jpeg picture of a pug?
Blueshift 6. feb. 2016 kl. 18:57 
What about a kitten cannon?
DeathKnight. 6. feb. 2016 kl. 18:21 
What about a pigeon that shoots guns?
Incunabulum 6. feb. 2016 kl. 18:21 
"|Bץz| Guythekid Ƙ 1 hour ago
Haha, tweet. Funny joke. Because, you see, birds tweet... Pigeons are birds. "

1. Never explain the joke.

2. Never, under any circumstances, explain *someone else's* joke.
dc1919 6. feb. 2016 kl. 17:36 
контрольный курлык-курлык в голову ))))
Dunderhead 6. feb. 2016 kl. 17:08 
Haha, tweet. Funny joke. Because, you see, birds tweet... Pigeons are birds. :happyelf:
kinskuz 6. feb. 2016 kl. 16:54 
tweet the devs. theyd love to see this.
GassyTaco 6. feb. 2016 kl. 16:46 
Good to see that we finally got this.
NopeTooFast 6. feb. 2016 kl. 16:07 
On februrary 6th, too.
EladDv  [ophavsmand] 6. feb. 2016 kl. 15:53 
mario64_n64 can you provide me a static mesh i can put into the game? i'll do it in a day or two
mario64_n64 6. feb. 2016 kl. 15:51 
Awesome! I can't wait to try the pug one out too! Thanks!
EladDv  [ophavsmand] 6. feb. 2016 kl. 15:50 
mario64_n64 I should be able to throw anything out of a gun now, i've figured the way to make it, but of course the projectiles wont collide (although i might be able to make that too).
mario64_n64 6. feb. 2016 kl. 15:47 
Cool! Can you do one with a Pug instead of a pigeon projectile? I'd really appreciate it.

Thanks.
Claw Gaalsien 6. feb. 2016 kl. 15:47 
I was wondering when this would show up. Great job!
the zucc 6. feb. 2016 kl. 15:31 
so cool XD
miazmatic 6. feb. 2016 kl. 15:26 
Yes