Author Topic: I want to remove "launch" and make blaster launcher dumbfire, pls help me start  (Read 389 times)

Offline xenoroyal

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MY GOAL :   Make blaster launcher a dumbfire weapon like Rocket Launcher, but with 100% accuracy.  I want to remove Launch and replace it with aimed fire ideally, or fire if the ai never uses them cus TU cost too high.

im playing brutalAI.   I dont use psi amps because i think they trivialize the game.

I think current blaster launchers trivialize the game.  Ive got a guy on a pile just blasting the entire map on brutalAI because if I dont, they'll do it to me.

I never liked it.  Cydonia outside is a joke.   I just send a guy to max height and blaster through every pyramid window.


To work with brutalAI mod, what tools do I need to accomplish this goal with as light a touch as possibe?  I dont expect you to explain and code it for me : just give me the name of the tools i need to learn to do this.  Thank you very much

Offline CrazedHarpooner

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A text file editor of your choice, I mostly use Visual Studio Code since there's a validation toolset specifically made to for OXC/OXCE mods, but notepad++ will do fine.
The item ruleset at the ufopaedia site will help https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Items

You could use one of the standard mods that come with the installation as a baseline reference like "XcomUtil: Pistol Auto Shot", just copy it to the mods folder and change the fields as necessary. The changes you want are very simple to make, but I'll let you figure them out for yourself since you want to learn.

Offline xenoroyal

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Thanks!

This won't affect how the aliens use it negatively will it?
I was wondering if there's special coding for such a complex weapon and I might break aliens using it

I'm using brutal ai and I want them to have same requirement..  hell I wanted it in vanilla bc all they would do is fuck up the waypoints and blast themselves
« Last Edit: April 14, 2025, 06:38:51 pm by xenoroyal »

Offline Meridian

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If you do it correctly, it will work correctly.

Offline CrazedHarpooner

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It will change how they use it to the extent that blaster launcher like weapons have their own case when the AI is deciding to do an attack with it. This is mostly because they can use the flags of a recently "spotted" x-com unit, as they do with psionic attacks, to target said unit using waypoints. Without the ability to use the waypoints, they would use it as they do with other armaments, only targetting units they can directly see themselves, and due to the blast radius, they could get caught in it if they do choose to fire it, depending on distance.

Offline xenoroyal

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Don't they seem to have some sense of self preservation? (at least with base ai, all bets are off with Brutal)


I feel like ive had sucess moving very close to blaster launcher holders if i didnt have the tu to kill them and they never seemed to go allah akbar on me.  Usually this is an, Oh shit its the commander, situation.

Offline CrazedHarpooner

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I do believe there is, but I've seen plenty of Stun Launcher shots by aliens that ended up stunning themselves. Perhaps they don't consider stun damage that risky compared to explosive, but this is all conjecture on my part.

Offline Solarius Scorch

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I do believe there is, but I've seen plenty of Stun Launcher shots by aliens that ended up stunning themselves. Perhaps they don't consider stun damage that risky compared to explosive, but this is all conjecture on my part.

There are many factors, like their aggressiveness, battle situation, etc.
For the same reason, some units are likely to throw grenades at their own feet when surrounded by X-Com units.