So, I do have a question again... What is the extent one can modify or add function to the psi-amp while keeping its primary vanilla functions intact? If I wanted to give it a more traditional "attack" with damage, would I pretty much have to hijack the melee attack? I kind of want to put psychic attacks in in general to balance out psychic aliens.
Like this:#Psi Attack Segment
psiAttackName: STR_MC_ATTACK
dropoff: 0
hitAnimation: 46
accuracyUse: 10
accuracyMultiplier:
psiSkill: 0.25
damageType: 5
powerRangeReduction: 3
damageBonus:
psiStrength: 0.5
damageAlter:
RandomType: 6
ArmorEffectiveness: 0
ToArmor: 0
ToWound: 0
ToMorale: 2.0
(good example for why: if there are less overtly "wipe out your whole squad" level psychic enemies initially, they both set the player up to think they aren't a big deal and prepare the more wary players for the actually high ranked ones.)
Dont forget that each alien unit with psi skill>0 got special weapon, called "ALIEN_PSI_WEAPON", which allows them to panic or control your soldiers.A minor second question also: is there a method to have weapons with finite, integrated ammo that do not get consumed or disappear when emptied?
Sadly no. Only way is to make special ammo packs with enormous reload time (like 999 tu), so recharge will be possible only on mission start.
Yes, this is possible using OXCE where psi-amp-type items can have any combination of "Use" (create an attack on the target on success), "Panic", and "Mind Control" actions. You can see an example of this in the X-Com Files mod with the Staff of Heart Grip.
Like this:#Psi Attack Segment
psiAttackName: STR_MC_ATTACK
dropoff: 0
hitAnimation: 46
accuracyUse: 10
accuracyMultiplier:
psiSkill: 0.25
damageType: 5
powerRangeReduction: 3
damageBonus:
psiStrength: 0.5
damageAlter:
RandomType: 6
ArmorEffectiveness: 0
ToArmor: 0
ToWound: 0
ToMorale: 2.0
Dont forget that each alien unit with psi skill>0 got special weapon, called "ALIEN_PSI_WEAPON", which allows them to panic or control your soldiers.Sadly no. Only way is to make special ammo packs with enormous reload time (like 999 tu), so recharge will be possible only on mission start.
Thank you for the information. It sounds like I could do pretty much exactly what I wanted to. (psionic attacks in the vein of pyrokinesis/electrokinesis/brain-overload and ensuing unconsciousness)
And I suppose special ammo packs would in their own way be more realistic. I already have a flamethrower in my mod which is heavy enough that it is generally emptied and then discarded during missions as the bulk of the weight is fuel. Ammo packs would just be the same sorta deal but with reload time as the impracticality.