Jump to content

Search the Community

Showing results for tags ' fire'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting


  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me





Found 7 results

  1. As the title says, I had a Alpha Reaper zombify one of my guys as he got into the tile adjacent to the reaper. Has this always been a feature of the alpha reapers? Or perhaps one of the Community Edition or one of the mods I have installed? I have X:CE .28, Expanded Lore, Aegis Armor, Armoured Assault, and FITH. Just curious if this was a feature or a bug. Thanks
  2. So, we have destructibility in the game for almost all of the terrain tiles. I don't think it is anywhere near utilised enough in its current state as it, though. If anyone has any neat ideas about types of destructible props or how we can use them to increase the tactical options in the game, here is the place to brainstorm. Importantly, the game is able to set different stats for different states of tiles, so the undamaged and damaged variant of a tile can have different properties. This opens the door to a lot of possibilities: 1) Explosive Tiles: These are already in the game, but we haven't made enough use of them really. I think they should have two main uses; firstly for the humans and aliens to use to try and kill one another with, but secondly for terrain destruction. For example, a bunch of gas cylinders next to a long wall would breach the wall if shot at, saving a soldier walking all the way around it. 2) Selective Destructibility: This springs to mind because we're making some hedgerows for the Farm map. They come in two variants, full height earth banks with hedges on top that block all LOS and half-height earth banks that are essentially (very sturdy) cover walls. When sufficiently damaged, the full-height walls just become half-height earth banks themselves, but they're pretty tough. However, selective destructibility could be used to make say incendiary damage destroy them instantly, so an incendiary rocket could clear a tough hedgerow immediately and turn it all into convenient waist-high cover, allowing you to ambush any units on the other side etc. This mostly works with fire damage, but I think the idea has legs. 3) Crushable Grass: Aaron suggested this, and I quite like it. It's tall grass (maybe knee height), but once a unit enters the tile, the grass is destroyed. This just leaves visible trails in the fields on Farmland maps, allowing you to track enemy movement (or is it a civilian or a farmer? YOU DON'T KNOW! TERRIFYING!) Does anyone else have suggestions on how we can think up new uses for destructibility or how we can incorporate it into maps (bearing in mind the limitations of a tile system and our engine)?
  3. I have been trying to find info on how to add additional burst fire modes, and am coming up blank. I have tried the following: - added shotCount="2" to entries in SingleShot with no obvious effect (though this could be an animation issue hard-coded to SingleShot) - scanned the Scripts, but the code for Single/Burst seems to be in the engine - added Sets to BurstFire (CTD) - looked through many mods for any example of this working So has anyone else tried this?
  4. I was running what I hoped wouldn't be a suicide mission in early game, when I ended my turn, saw a civilian run into a smoke cloud next to an alien vessel, die, and and I found myself back at the screen seen here in the shot. the game does not respond to any input, although the fire sound effect is still playing.
  5. I have been playing quick combat terror mission and tried to kill a caesan with two rockets. Missed both, but one missile started a fire on a square right next to him. I ended my turn and then the game focused on the alien. He shot and killed a civilian and proceeded to move right into the fire next to him. He screamed, died and that was it. Smoke and fire animations were still running, music and sounds playing, but no progress in enemy turn happened. Game was unresponsive to all keys and mouse clicking. I waited a few minutes, but nothing changed, so I had to kill the game through the task manager.
  6. I think I need a fire extinguisher - fast!!! I mean: the Ceasan fired on its own engine....
  • Create New...