XCOM 2
643 평점
[WOTC] Unit Flag Extended
3
3
5
5
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
파일 크기
게시일
업데이트일
1.695 MB
2020년 11월 13일 오전 11시 07분
2024년 7월 17일 오전 7시 37분
업데이트 노트 44개 (보기)
이 아이템을 사용하려면 DLC가 있어야 합니다.

다운로드 위해 구독하기
[WOTC] Unit Flag Extended

설명
What is it?
This is a re-upload of a vanilla port. I failed to contact the original authors, but I think my changes are substantial enough to warrant a new mod.
This mod follows in the footsteps of Additional Icons and WOTC Additional Icons

So what does this do?
This mod, like the two it is based upon, expands the 'UI Unit Flag' display to have more information. This includes new icons for display and a loot indicator.
By default it will display Loot, Damage, Aim, Defence, Mobility, Will and Health.

That sounds just like the other versions ... what's new?
Well, first is the inclusion of all stats, Loot, Damage, Aim, Defence, Mobility, Dodge, Hack, Will, Health, Psi Offense, Shields and Armour.
You can toggle by config whatever you want.
You can also set to display on multiple lines if it exceeds the bar length(on by default).
  • I have made a new set of icons for all stats, except loot, which is a re-scale of the original.
  • Each stat text can now be individually coloured
  • Each stat icon can now be coloured
  • Mobility can be displayed as the stat or 'in tiles'. Defaults to stat.
  • Will can be displayed as actual stat or % of max. Defaults to %.
  • Health can be displayed as current/max or just current.
  • Loot can be toggled to only display after scanning protocol, battle scanners or scouting by Reaper target definition. Defaults to shown, no scanning needed.

  • FIXES: the damage stat now includes breakthrough damage bonuses
    Damage looks at Secondary Weapon Damage if Primary Weapon Damage is 'none'
    If still 'none', or no Weapons found, attempts to calculate min-max from Perks ...
    This should help show damage for melee enemies like Faceless and Chryssalids.
  • FIXES: Status effects on the unit are now displayed. Coloured Icons are an option.
  • FIXES: the offset for focus bars, including from mod-added CHL focus bar
    (the CHL bar is the one used by classes like Akimbo, Samurai, Proficiency Heroes)
  • FIXES: the offset for all alien rulers, including modded rulers
  • FIXES: the offset for when a soldier is bound or grabbed from a number of sources
  • FIXES: the offset for environmental objects like Psi Transmitters.
    (these will also only display their health)

  • The WOTC Will bar can now be toggled on/off and recoloured.
  • The Health and Shield bars can be hidden for both enemies and friendlies.
  • The Health and Shield bars can be recoloured to the team colour.
    By default the health bar is coloured and enemy shields.
    Frost Legion Damage Reduction Shields are now 'frosty' blue.
    Rulers have individual colour settings for their Healthbars. Defaults in the screenshots.
  • The Name can be coloured by team colour. Defaults to 'yellow/gold'.

  • Includes the HUD Target Icon next to the name.
  • Config Option to display the bars in set segments
    - with a %fill based on current/max (off by default)
  • Config Option to hide the cover shield icon
  • Config options.. lots of config options...
Known Issues
  1. Basegame has an issue where the UIUnitFlag sometimes fails to initialise and display.
    A save/reload should fix this. Added a console command that might fix this: RustyFix_UFE_RefreshUnitFlagOfActiveUnit > refreshes the unit flag of the currently active/selected unit [/stike]
    ~ Command does not fix, it actually makes it worse ;(
  2. Reload/Mid-Tactical Load, sometimes has an issue where the display scrunches up.
    See the screenshots. A blue move/action should fix this.

  3. Base game has an issue where the Shield Preview bar locks to flashing until an action is committed to, I tried to fix this but couldn't, the issue lies in the flash code not resetting the preview correctly. I have a fix by MCO in this mod, however it conflicts with Gotcha Again so is disabled by default. See the Update notes for 29th January 2021, v1.7.
    This MCO is not required at all with Gotcha Again Redux
  4. If you recolour the enemy shield bar/ablative HP and an ally unit gets mind-controlled the ablative bar gets recoloured to the enemy colour. It does not reset back to friendly colours. (Normal health bar works as expected). While this is undesirable I'm not going to fix it, as I think it's a cool little nod to 'this unit was mind controlled this mission'.
Compatibility
Overwrites UIUnitFlag by MCO and will NOT work with any other mod that does so, such as;
WOTC Additional Icons
Show Health Value WOTC
Numeric Health Display WOTC
Tactical Information Overhaul

Works with YAF1 Autopsy Required , which has settings to control the display of information from this mod.

Works with Extended Information and Gotcha Again Redux.
Not for Vanilla. Works with LWotC and CI.
Can be enabled mid save, mid campaign.

Credits and Thanks
As always many thanks to the good people of the XCOM2 Modders Discord.
Particular thanks to Iridar, Robojumper and Xymanek for help with the flash/UI aspects
And thanks to Grimy, SFlo and Alketi for the original mods.

Other Links
Mod is now built using X2 Mod Build Common [github.com]
Project is hosted on GitHub GitHub Link [github.com]

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
댓글 509
huntersorce20 2025년 9월 8일 오후 3시 23분 
thanks @Dragon32, that worked.
Dragon32 2025년 9월 8일 오전 8시 11분 
@huntersorce20
I'd imagine this
bUseColouredStatusIcons = false
huntersorce20 2025년 9월 8일 오전 1시 03분 
i'm a bit lost in the configs, what do i have to change in order to get the different colored status icons i see in the last image on the mod page?
Spanks 2025년 9월 6일 오후 7시 07분 
I'm genuinely just curious how it actually works, but also curious if I can tweak how it works as well. *shrug* I'll see if I can make heads or tails of it. Thanks again!
RustyDios  [작성자] 2025년 9월 6일 오후 7시 01분 
Um, get the SDK, open the UE Editor and load any map. It's a bit convoluted as to how environmental damage actually impacts the world parcels. I am not sure what script actually controls it, but I also don't that displaying the health of the map is going to work very well -- if that is where you're heading with it.
Spanks 2025년 9월 6일 오후 6시 55분 
Gotcha, thanks! I'm still a little confused on the actual programmatic difference between HP and damage thresholds though, can you recommend a good resource on how to pursue this line of research? I don't want to clog up your mod comments
RustyDios  [작성자] 2025년 9월 6일 오후 5시 20분 
That's not possible because most destructible objects do not have a HP system like like that, they have a damage-thresholds system, too much damage from one source is enough to weaken the destructible or destroy it.

These values are stored in the map/pcp's on the actual object.
Spanks 2025년 9월 6일 오후 5시 16분 
Is it possible to see the HP values of environmental objects using this mod? I don't mean targetable objects, I mean objects like trees, walls, etc. Failing that, do you know where such values are stored?
EvilBob22 2025년 8월 26일 오전 9시 30분 
Have you tried setting numSegments_Health to 1?
Dragon32 2025년 8월 26일 오전 6시 47분 
@Gh1zm0
By default it'll show current Health as a number in the stat block. You can configure it so maximum Health is shown as well as current, so 10 / 14 etc. The pips are still there though