XCOM 2
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Free Carry Drop Subdue WOTC
   
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8.9.2017 klo 15.37
21.3.2022 klo 12.28
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Free Carry Drop Subdue WOTC

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Carry, Drop and Subdue are now free at 100%.

If you dont like the option being available even if nobody has any action left like EVAC, you can configure it in the INI file. But it doesnt happen enough for me personnally that it annoys me.

V2.0 - Converted to OnPostTemplatesCreated

V2.1 - Explicitly disallowed the abilities to break concealment. I've done all i could, now if you still break concealment because you pick up a prisoner in the Rescue Ally mission after silently opening the door, i cant do much more. I hope it works. All 3 abilities now have ConcealBreak = Never.

V2.2 - You can now control if it ends the turn or not.

V2.3 - Fixed issue with carry cost (Thanks to MrMister)

They are all configurable individually in the INI file.

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1130901449\Config\XComFreeUnitCarryAndDrop.ini
69 kommenttia
Ray 7.9.2024 klo 6.30 
Nice works in 2024 no problemo
MrMister 16.11.2022 klo 5.20 
Yes it is.
hottt3 16.11.2022 klo 4.13 
Is it compatible with LWotC ? Thanks)
Juravis  [tekijä] 21.3.2022 klo 12.29 
Your fix is up. You are lucky, it instantly launched ModBuddy and it was configured correctly i forgot that VS is for Chimera Squad. Try this version with your fix now up.
Juravis  [tekijä] 21.3.2022 klo 12.19 
My VSCode isn't working I'll try to fix it
MrMister 21.3.2022 klo 11.55 
So you're saying you can't update the mod anymore? If so I can just released a fixed redux version, but that'd be a shame as the work and credit is still all yours.
MrMister 21.3.2022 klo 11.55 
I found the cause and the fix!

You forgot a line in the Carry script block

// Carry Unit free
CurrentAbility = AllAbilities.FindAbilityTemplate('CarryUnit');
CurrentAbility.AbilityCosts.Length = 0;
ActionPointCost = new class'X2AbilityCost_ActionPoints'; <<<---- THIS IS WHAT YOU MISSED
ActionPointCost.iNumPoints = default.PICKUP_ACTION_POINTS;
ActionPointCost.bConsumeAllPoints = default.PICKUP_ENDS_TURN;
ActionPointCost.bFreeCost = default.PICKUP_TOTALLY_FREE;
CurrentAbility.AbilityCosts.AddItem(ActionPointCost);
CurrentAbility.ConcealmentRule = eConceal_Always;

Because you forgot to declare ActionPointCost anew for Carry, it was reusing the one for Drop (further up in the code) and overriding its values.


I rebuilt the mod just adding that one line, and it works! I can make Carry cost 1 AP while Drop costs 0 AP.
Juravis  [tekijä] 21.3.2022 klo 8.51 
I cant and i dont code anymore its possible. The initial goal of the mod was making everything free, exposing the variables came after.
MrMister 21.3.2022 klo 6.37 
Testing with no other mod at all except this, I have identified the exact issue, albeit not the cause.

It seems like Drop uses the same "_IS_TOTALLY_FREE" behaviour as in PICKUP_TOTALLY_FREE, ignoring or overriding DROP_TOTALLY_FREE.

Why, I do not know - looking at your source code, the variable called is the correct one.

To confirm this: try the same settings as what you had, but with

DROP_TOTALLY_FREE = true
PICKUP_TOTALLY_FREE = false

and you will see that dropping costs 1 AP when it should cost 0, and that similarly

DROP_TOTALLY_FREE = false
PICKUP_TOTALLY_FREE = true

costs 0 AP when it should cost 1.

Again, no idea why this should happen from a look at your code, but it does happen. Can you confirm it?
Juravis  [tekijä] 17.3.2022 klo 15.29 
Note: This mod does not support LWOTC. If you are trying to mod Long War, it may not work. It may, but it also may not i have not tested.