Arclight Posted August 21, 2015 Share Posted August 21, 2015 Probably asked before, but could the proximity grenade (used it A LOT in the old X-Com game) be brought back here? Was good for area denial and perimeter defense inside UFOs and base defense. Just a thought.... is it doable? Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted August 21, 2015 Share Posted August 21, 2015 Right now it isn't, I've been testing it. If the X:CE coders implement some of my suggestions I'd be able to make one, but more like a land mine than a proximity grenade. Quote Link to comment Share on other sites More sharing options...
Casaubon Posted August 22, 2015 Share Posted August 22, 2015 ...used it A LOT in the old X-Com game... same here, would love to see it in Xeno2 Quote Link to comment Share on other sites More sharing options...
FranTorres Posted September 1, 2015 Share Posted September 1, 2015 We all used them to secure our asses from backstabbing chrysalids ^^ I'd love to see a mine type like in X-COM APOC, would make more sense than a proximity grenade... a simple handheld mine. Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted September 1, 2015 Share Posted September 1, 2015 A screenshot to tease you guys. Quote Link to comment Share on other sites More sharing options...
drages Posted September 1, 2015 Share Posted September 1, 2015 is it working??? Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted September 1, 2015 Share Posted September 1, 2015 is it working??? It depends on what you call "working". I'd say it isn't because 1- you throw one mine and it spawns those 5 in a cross-shaped area and 2- there is no way to remove it once a unit steps on it, so it lays there for the whole mission. Ilunak made a comment about fixing number 1, and Kabill said the fix for number 2 was an interesting suggestion, so who knows, we may get it working in the future. Quote Link to comment Share on other sites More sharing options...
drages Posted September 2, 2015 Share Posted September 2, 2015 You mean even an enemy press it, it still lays there? I dont think 1. one is a problem. I didnt know even there is a landmine code in game. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 2, 2015 Share Posted September 2, 2015 There isn't. If I guess correctly, the landmine is a specialised gas? You can set the gastype in gas_gc to permanent. I did this a long while ago with my toxigun. All SoulFilcher would have to do is change the graphic to something more appropriate. Quote Link to comment Share on other sites More sharing options...
SoulFilcher Posted September 2, 2015 Share Posted September 2, 2015 You mean even an enemy press it, it still lays there? I dont think 1. one is a problem. I didnt know even there is a landmine code in game. Yes, it will stay there. And there isn't a mine code, as Max said, it is just a permanent gas particle. What I suggested for X:CE was the ability to define a maximum number of turns for particles, and a maximum number of units entering its tile to remove it. Any of these two would allow us to use particles for neat ideas. It already looks good in game and serves its purpose, but I'm a perfectionist so I'd like to have these two issues fixed. Quote Link to comment Share on other sites More sharing options...
aajs Posted September 2, 2015 Share Posted September 2, 2015 Yes, it will stay there. And there isn't a mine code, as Max said, it is just a permanent gas particle. What I suggested for X:CE was the ability to define a maximum number of turns for particles, and a maximum number of units entering its tile to remove it. Any of these two would allow us to use particles for neat ideas.It already looks good in game and serves its purpose, but I'm a perfectionist so I'd like to have these two issues fixed. Yes I have had this is my mod for some time its a mine launcher gun... it fires electro mines that electrocute all that pass them. It works quite well, however I just had to nerf them a bit as I found out people were shooting them at short range directly at enemy which was an insta-kill. its in my XMC part 1 mod, if anybody wants to rip the gas effect as a starting point. Quote Link to comment Share on other sites More sharing options...
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