OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: Bonakva on January 13, 2021, 10:49:31 am
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Is it possible to implement a night vision device? For example, after researching a certain technology, an existing armor gets a new subtype.
The bio-exo suit is certainly good for night operations, but it's mostly designed against monsters. There is no good alternative against humans. Especially in the early/mid game
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i think thats intended.
as most enemies see a lot less at night (some don't care much at all), it might be a bit OP to abuse night missions like that then...
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AFAIK it's not possible.
EDIT: To clarify, I was referring to a separate device. As for a new armour with better NV - sure, there is already a wide selection available.
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Council's XCOM bureaucracy at its finest, commander is the only person in XCOM that is allowed to use nightvision googles. Rest of the plebians need to rely on in-build night vision devices in advanced armours, or by spending half of the mission bombarding the map with flares.
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AFAIK it's not possible.
EDIT: To clarify, I was referring to a separate device. As for a new armour with better NV - sure, there is already a wide selection available.
There is script hook `visibilityUnit` that can alter visibility of unit, this mean it could react to items (in hands directly or in inventory indirectly).
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As for a new armour with better NV - sure, there is already a wide selection available.
I think he meant something like Armored Vest/Shield. Same item, different stats.
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I think he meant something like Armored Vest/Shield. Same item, different stats.
All armours x 2, hurrah. :P