![]() If a Mech ends it's move, or is pushed into, one of these marked tiles, the Vek will fire it's equipped weapon at the Mech. Tiles that the Vek cannot see, such as tiles behind mountains, buildings, or other units, will not be marked. In mission, Vek with Overwatch arrays in their templates will have blue Reflex Marked icons drawn on the tiles that they can hit according to their Range. ![]() There is currently no visual feedback for Shots Per Turn and Shots Per Pawn, so it is recommended that modders place such information in their weapon descriptions. Modders should also set the weapon's targeting AI so it never fires on the enemy turn (unless you desire an enemy that attacks both on the enemy turn and on the player turn). The Vek must also have a ranged weapon equipped in a slot (assigned with WeaponSlot) that fires immediately, with no queued damage. In a pawn template, modders can define an array, Overwatch, with the three parameters Range, Shots Per Turn, Shots Per Pawn, and WeaponSlot. ![]() It must be combined with another mod that makes use of it's framework, such as my Evolved Vek mod: viewtopic.php?f=25&p=116549 The system is simple for modders to implement, and players can get the hang of it's rules relatively easily. Reflexive Fire is a mod that I, with the help of Lemonymous and KartoFlane, have made to allow modders to create custom Vek that can take reaction shots on the player turn much like XCOM's overwatch system.
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