XCOM 2
171 ratings
[WOTC] Gun Raise Animation
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.460 MB
15 Sep, 2020 @ 12:11pm
15 Sep, 2020 @ 2:41pm
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Gun Raise Animation

In 1 collection by Veehementia
[WOTC] Veehementia's Mods and Ports
55 items
Description
Because who doesn't want some cinematic flair?

-

DESCRIPTION

Howdy, folks!

Today I come with some much needed cinematic flair for all of your XCOM 2 needs: the gun raise animation! This mod will allow you to configure a list of abilities that, when activated, will automatically trigger the animation you can see in the video above, made by Iridar. Perfect for those passive abilities that are very strong but have no visualization.

By default, the mod assigns this animation to both the Sharpshooter's Serial ability and the Ranger's Run And Gun ability ('InTheZone' and 'RunAndGun' respectively), but you can expand this list adding all the abilities you want modifying the XComAnims configuration file.


SPECIAL THANKS
  • Iridar, for the original idea, for creating the animation, and for essentially dictating 99% of the code required to make it happen. Be sure to check out his Patreon[www.patreon.com] to help him make even more awesome content!
  • NeIVIeSiS for creating the mod's preview image!


COMPATIBILITIES AND ISSUES
  • The animation doesn't distinguish between XCOM soldiers and aliens. SPARKs and MEC Troopers will not perform it, but other enemies might if one of the abilities is also assigned to them.

-

Q: Vee, but if Iridar made all that work and NelVleSiS the mod preview, what's your part in it and why are you publishing it?
A: I wish I knew, buddy. I wish I knew.
Popular Discussions View All (1)
3
20 Nov, 2021 @ 3:36am
Gun Raise Animation for Shiremct's Proficiency Classes
Lt. D. Crashdown
22 Comments
Dęąth Viper 31 Aug, 2021 @ 8:14pm 
Now wotc is playable. Thanks
Dragon32 9 Jul, 2021 @ 7:18am 
@Aks
As with all Steam Workshop mods, click the green Subscribe button.
Aks 9 Jul, 2021 @ 4:00am 
how to delet this mod?
Dragon32 5 Apr, 2021 @ 5:10am 
Just a heads up. If you're using this mod and Cinematic Rapid Fire then don't add the Banish ("SoulReaper" in game) ability to this. After I did that the game would CTD whenever I tried to use the Banish ability.
Veehementia  [author] 2 Nov, 2020 @ 1:03pm 
@Jestimac
Yes.
Jestimac 2 Nov, 2020 @ 1:39am 
Thank you very much. I'm pretty sure that any Reaper about to retire an advent goon will celebrate the kill to come.... Maybe you should think about making it a standard part of the Mod... Regards
Veehementia  [author] 2 Nov, 2020 @ 1:04am 
@Jestimac
Yes, the reaper has the same skeleton as standard XCOM soldiers.
Some of the Reaper's abilities have different names than their localizations. If it's Banish you want to add, its template name is SoulReaper.
Jestimac 1 Nov, 2020 @ 9:28pm 
@ Iridar and Veehementia
Two questions related to reaper. Is the reaper using the same skeleton and standard Xcom soldiers ? I would think "Yes".
I was thinking about adding the animation for the reaper (Banish would be an obvious candidate). But I did not find the exact ability name in the classdata.ini file ?
Iridar  [author] 12 Oct, 2020 @ 4:23am 
@Kiruka
Adding an ability to config will automatically add this animation to any unit that has that ability. Jankiness might occur if the unit happens to use a skeleton other than standard xcom soldier.
Kiruka 12 Oct, 2020 @ 2:07am 
Let's say an ability is added to this mod's config. And let's say a unit that does not have the required animation uses that ability. Will the game just skip playing an animation altogether, or will it jank out?