Author Topic: [Submod] Stealth armours  (Read 7856 times)

Offline varajo411

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Re: [Submod] Stealth armours
« Reply #15 on: August 08, 2023, 04:07:09 pm »
I am unable to use medkit on charachters with stealth armor, can you fix this?

Offline Juku121

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Re: [Submod] Stealth armours
« Reply #16 on: August 08, 2023, 04:14:31 pm »
Stealth suit users are intangible, so this is working as intended. Either get them unconscious first (easier said than done), use healing sprays or mod some other medical items to allow self-use ('medikitTargetSelf: true').

Offline Chuckebaby

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Re: [Submod] Stealth armours
« Reply #17 on: November 06, 2023, 01:26:54 pm »
Can't believe I missed this mod Juk.
I love this idea and brought it up a while back. I think the way I presented it Solarius thought it would be a balance issue. The way you have presented it (late game, need a sentential) I think is pretty fair.

Offline Juku121

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Re: [Submod] Stealth armours
« Reply #18 on: February 18, 2024, 05:19:53 pm »
Updated for the new, no-power-armours-underwater version (3.3, to be exact). Scripts are still borked, and I don't have the persistence to debug that right now.

Edit: Moved two posts down and updated a little.
« Last Edit: April 08, 2024, 07:43:00 am by Juku121 »

Offline AndyFox

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Re: [Submod] Stealth armours
« Reply #19 on: April 08, 2024, 03:21:10 am »
Attaching a rule file supplemented with a block of text in Russian and a separate fragment.

Offline Juku121

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Re: [Submod] Stealth armours
« Reply #20 on: April 08, 2024, 07:41:40 am »
Updated, including the Russian strings and altering the startingConditions to use !add. Incidentally, added a missing starting condition, too. Maybe there are more, didn't check too thoroughly.

@AndyFox: Thanks. Your long dash seemed problematic, otherwise inculded everything as is.


As always, if anyone finds issues, post them.

Edit: Moved to the OP.
« Last Edit: April 08, 2024, 03:41:16 pm by Juku121 »

Offline HinterDemGlas

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Re: [Submod] Stealth armours
« Reply #21 on: April 08, 2024, 02:58:44 pm »
I took a look at the scripts because I thought it would be one of the tag-related problems I've dealt with myself, but of course it wasn't and soon I was off on a merry adventure with the debug_log  :P

It seems the problem is that tags YAML maps apparently don't like it when you define the same entry twice in the same file.  I don't know if that's intended behavior. The easiest fix is to remove the second armors: (the one with the tags) and incorporate its contents into the first one. It worked fine for flashbang resistance and Hybrid shields.

Offline Juku121

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Re: [Submod] Stealth armours
« Reply #22 on: April 08, 2024, 03:38:22 pm »
Thank you very much!

I pulled the submod out of my older modifications of the parent mod one evening, at that point got stuck with the scripts, it was two o'clock at night, and I gave up.  And then never really had the inclination to revisit the issue.

I hope this time the submod actually works in all aspects.

Edit: Moved the attachment to the OP.
« Last Edit: April 08, 2024, 03:41:35 pm by Juku121 »

Offline Solarius Scorch

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Re: [Submod] Stealth armours
« Reply #23 on: April 08, 2024, 07:37:03 pm »
Juku, it's not exactly on topic, but I'd like to mention that I have just added a new armour with stealth capabilities. I don't know if it matters, but chances are it might affect you're submod.

My new armour is a standard personal armour with extra camo (25/-4) and a gizmo to create magical holograms in battle.
« Last Edit: April 10, 2024, 11:21:11 am by Solarius Scorch »

Offline Juku121

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Re: [Submod] Stealth armours
« Reply #24 on: April 08, 2024, 08:47:45 pm »
The BO suit is early game, and the Stealth Suit is essentially postgame, so I am not certain how a new, presumably mid-game (?) stealth armour would affect my submod. Unless you've added some sort of global armour mechanics or concepts that should be unified across all stealth armours?


Offline Solarius Scorch

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Re: [Submod] Stealth armours
« Reply #25 on: April 10, 2024, 11:21:49 am »
The BO suit is early game, and the Stealth Suit is essentially postgame, so I am not certain how a new, presumably mid-game (?) stealth armour would affect my submod. Unless you've added some sort of global armour mechanics or concepts that should be unified across all stealth armours?

No, nothing like that. There probably isn't anything for you to do, I just wanted to let you know just in case.

Offline Juku121

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Re: [Submod] Stealth armours
« Reply #26 on: April 10, 2024, 11:51:03 am »
Alright, appreciated. I noticed there's also a new 'Prowler' armour that's also somewhat stealthy. Less than the Shadow Suit, but with better vision and stat boosts.

Offline Solarius Scorch

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Re: [Submod] Stealth armours
« Reply #27 on: April 10, 2024, 08:05:42 pm »
Alright, appreciated. I noticed there's also a new 'Prowler' armour that's also somewhat stealthy. Less than the Shadow Suit, but with better vision and stat boosts.

Yep, bullshit keeps rolling in 8)

Offline ExGemini

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Re: [Submod] Stealth armours
« Reply #28 on: April 12, 2024, 12:14:51 am »
Juku, it's not exactly on topic, but I'd like to mention that I have just added a new armour with stealth capabilities. I don't know if it matters, but chances are it might affect you're submod.

My new armour is a standard personal armour with extra camo (25/-4) and a gizmo to create magical holograms in battle.

That is one sexy suit. Is it a separate mod? Where can it be found?

Offline Solarius Scorch

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Re: [Submod] Stealth armours
« Reply #29 on: April 12, 2024, 12:20:08 pm »
That is one sexy suit. Is it a separate mod? Where can it be found?

It has been integrated with the main mod and will be featured in the next release.
As always, you can simply download the current unreleased version from https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip - it usually works just fine.