Emily_F Posted November 2, 2023 Share Posted November 2, 2023 I have knocked the enemy leader out and this soldier is stood on top of him but he isn't pickupable. If I grenade him, I can complete the mission output.log user_cant_pick_up_leader-3.json Quote Link to comment Share on other sites More sharing options...
Raffik Posted November 2, 2023 Share Posted November 2, 2023 encountered the same Quote Link to comment Share on other sites More sharing options...
Kouki Posted November 3, 2023 Share Posted November 3, 2023 Yeah there seems to be an issue with the way the cleaner leader is setup right now. The problems seems to be that the loaded model for the leader is a civilian template(which iirc doesn't spawn a body item), as such it's not generating a body after it has been killed/incapacitated. We'll get this one fixed, thanks Quote Link to comment Share on other sites More sharing options...
Ruggerman Posted November 6, 2023 Share Posted November 6, 2023 Their seems to be a problem with this type of mission, as you have to clear out the back pack of one of your soldiers, to be able to pick up the VIP, when will the animation for a fireman's carry be installed into the game as to make this more realistic, and have the VIP's body draped over the shoulder of one of your strongest personal. Quote Link to comment Share on other sites More sharing options...
Kouki Posted November 6, 2023 Share Posted November 6, 2023 6 hours ago, Ruggerman said: Their seems to be a problem with this type of mission, as you have to clear out the back pack of one of your soldiers, to be able to pick up the VIP, when will the animation for a fireman's carry be installed into the game as to make this more realistic, and have the VIP's body draped over the shoulder of one of your strongest personal. I can bring this up with the team and see what they think, might become an added feature in the future, thanks for the suggestion! 1 Quote Link to comment Share on other sites More sharing options...
Pietje666 Posted November 6, 2023 Share Posted November 6, 2023 It has been a while since i played it but if i remember correctly you had to carry a person in your weapon slots. That would be the most correct position for someone. In the backpack seems so wrong... 1 Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted November 7, 2023 Share Posted November 7, 2023 (edited) On 11/3/2023 at 6:22 AM, Kouki said: Yeah there seems to be an issue with the way the cleaner leader is setup right now. The problems seems to be that the loaded model for the leader is a civilian template(which iirc doesn't spawn a body item), as such it's not generating a body after it has been killed/incapacitated. We'll get this one fixed, thanks Civilian template should spawn body item as usual. It looks better when we see dead bodyes, and it allows some other interesting missions. Strike alien (cleaner) base to save civilians live or dead. (dont allow aliens take/keep even dead body for processing) Edited November 7, 2023 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
bonerstorm Posted November 8, 2023 Share Posted November 8, 2023 Just ran into this bug. You can still kill the leader by Control-Click firing at the floor where their corpse should be. Quote Link to comment Share on other sites More sharing options...
Kouki Posted November 9, 2023 Share Posted November 9, 2023 9 hours ago, bonerstorm said: Just ran into this bug. You can still kill the leader by Control-Click firing at the floor where their corpse should be. Yep this is one of the possible workarounds at the moment, you can also throw a grenade at the body to kill it. Quote Link to comment Share on other sites More sharing options...
Pietje666 Posted November 14, 2023 Share Posted November 14, 2023 Don't know if it's already done, but I agree that civilians should leave a body on the floor. That way you can save civilians in terror missions so they won't be killed. Or if they are killed, then you got a visual reminder. 1 Quote Link to comment Share on other sites More sharing options...
bonerstorm Posted November 15, 2023 Share Posted November 15, 2023 8 hours ago, Pietje666 said: Don't know if it's already done, but I agree that civilians should leave a body on the floor. That way you can save civilians in terror missions so they won't be killed. Or if they are killed, then you got a visual reminder. It would also be really nice to have some way of knowing whether a unit can be saved once they drop and an ability to affect the outcome with medical care. It is pretty annoying to put in all the effort of dragging a downed guy back to the chopper on a Cleaner mission just for RNG to arbitrarily decide whether he lives or dies after the fact. Quote Link to comment Share on other sites More sharing options...
Emily_F Posted February 26, 2024 Author Share Posted February 26, 2024 20 minutes ago, nora10 said: Hi, it's frustrating to invest time and effort in rescuing a downed unit, only to leave their fate to chance. Implementing a system where medical care can influence their survival would add depth and realism to the gameplay, making each rescue mission more meaningful and rewarding. Letting players actively engage in saving their comrades would enhance the overall experience and satisfaction of the game. Yeah, it would be good if the advanced medikit had a chance to revive a soldier on the battlefield but they remain unconscious for the rest of the mission, but you know they've been saved. While we're at it @Chris , the weight increase in the medikits has become prohibitive. Perhaps the introduction of a mini medikit that just fixes bleeding wounds should be introduced that is significantly lighter so can be equipped by most troops, with the full heavy medikit able to repair damage? Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 26, 2024 Share Posted February 26, 2024 42 minutes ago, Emily_F said: Yeah, it would be good if the advanced medikit had a chance to revive a soldier on the battlefield but they remain unconscious for the rest of the mission, but you know they've been saved. While we're at it @Chris , the weight increase in the medikits has become prohibitive. Perhaps the introduction of a mini medikit that just fixes bleeding wounds should be introduced that is significantly lighter so can be equipped by most troops, with the full heavy medikit able to repair damage? I think weight increase was done to make it more prohibitive in the first place. It's boring if everyone can patch themselves up. I'd debuff first aid even more. Maybe make the 25TU cost we have now just stop one bleeding, and make it a separate action to heal HP after that. (Maybe 2TU per 1 healed HP) Quote Link to comment Share on other sites More sharing options...
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