XCOM 2
[WOTC] Proximity Mine PG Project
51 opmerkingen
sir Evans 18 apr om 6:46 
Using imagination, Lure can have a delay before it starts making sounds.
So a concealed throw is actually an okay idea :)
RustyDios  [auteur] 3 apr 2024 om 9:47 
A mod similar to this one would need to be made.. but focusing on the Lost Lure. It's not something I'm likely to make as I think a grenade that makes loud sounds to lure the lost from/to where it is thrown would indeed make xcom break concealment.
Duk of Deth 3 apr 2024 om 7:19 
Is there a way to get the Lost Lure Grenades to also not break concealment? Seems that would make them much more useful.
RustyDios  [auteur] 1 apr 2024 om 9:23 
it's a normally hidden setting of the GrenadeTemplate.
The setting should work for anything that adds damage by Volatile mix (such as volatile mix and boosted cores)... other perks would need code adjusting exactly what/how they add the damage to grenades if they do not check for this value
Johnny_exe 1 apr 2024 om 9:03 
Hey Rusty, thanx again for the proxymine fix.
Can this "CurrentGrenade.bAllowVolatileMix = default.bPROXMINE_ALLOWSVOLATILEMIX" work with another perks (if change volatilemix for smthing else ofc), or it hardcoded to only work with volatilemix?
Johnny_exe 19 mrt 2024 om 21:55 
Got it, thanx!
RustyDios  [auteur] 19 mrt 2024 om 20:16 
That would need to be fixed from whatever mod is adding that perk, to make it not apply to Prox Mines.
Johnny_exe 19 mrt 2024 om 20:11 
Hello there! Very good mod, like proximity mines. But have a problem: one of my operatives have grenade boosting perks (i believe it's boosting cores) and proximity mines do 1 point of damage on impact, and triggers a pod instantly breakin coancealment. Is it a way to remove initial damage somehow:?
Darkswirl 21 jul 2023 om 23:22 
Thank you.
RustyDios  [auteur] 21 jul 2023 om 14:28 
RoboJumpers Squad Select ? It's like one of the top UI mods, an essential in any playthrough imo
Darkswirl 21 jul 2023 om 13:51 
What mod is that to show more soldier info on the mission planning screen?
Dęąth Viper 19 okt 2022 om 10:52 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Kakroom 22 apr 2021 om 10:40 
This is pretty much necessary for True guerilla experience. What is dirty war without hacking together impovised explosive devices and placing them in areas rich with noncombatants?

Thank you for mod:)
RustyDios  [auteur] 20 nov 2020 om 4:00 
@Nadarith
I think so yes. You'd need to disable it to have more than one proximity mine in your inventory -at any given time- ... from my understanding of the variable it allows you to only own 1 of a finite item, similar to the hunter weapons (boltcaster, axe, shadow pistol, frost bomb). Pretty sure I kept the same value that was in the base game, being my first mod there is a lot of stuff here that copies the base game but exposed the values to config.
Nadarith 20 nov 2020 om 3:03 
Wait wait wait, i get all the options... except the onetime one, would i need to actually disable it to have a repeatable option of building the mine in engineering?
RustyDios  [auteur] 15 nov 2020 om 17:13 
@Nadarith
The "attracting lost" options from this mod will only apply to the tier 1 mine, which I think is fine as the higher tiers make more sound/damage so should call the lost regardless.

My Proving Ground project will award 1x Proximity Claymore (for your Reapers), 1x Proximity Stun Mine (if you have Claus' Pathfinders) and 1x Tier 1 Proximity Mine (which the game should automatically work out and upgrade to tier 3 - as you would have done the Andromedon Autopsy already to be doing my project)

The rest of the config values don't actually overlap and should all slot together.
RustyDios  [auteur] 15 nov 2020 om 17:13 
@Nadarith
Okay, so I had a bit more time to look into HotBlooded's new Superior Explosives and from what I can see these two mods should be innately compatible right out the the gate. His tier 2 & 3 proximity mines already have the retained concealment on throw and use the same detonation ability as the tier 1 (with different damage values), so this mods changes to the concealment breaking for detonation will apply to those tiers too.
RustyDios  [auteur] 15 nov 2020 om 3:47 
@Nadarith

The ONETIME option in the config means you will be able to build just one of the item in engineering.

Compatibility wise with the new Superior Explosives mod you will currently end up getting 'tiered proximity mines' and then some one-off non-concealment breaking Mines and the Proximity Claymore. I'm not 100% sure I haven't had time to look into HotBlooded's new mod.

But making his mines non-concealment breaking is on my list of things to do. :)
Nadarith 15 nov 2020 om 3:22 
How does this look like compatibility wise with the new superior explosives mod?

also what does the onetime option in the config do?
RustyDios  [auteur] 24 jul 2020 om 16:19 
I consider proximity mines a unique and extremely OP item... but if you want more of them you can change an option in the config files to make the project repeatable; bPROXMINE_ISREPEATABLE = true

alternatively you can also make them infinite, buildable in engineering directly or starting items
check the XComProxMinePGConfig.ini for more info

~ Hope that helps :)
GargakOfTheEast 24 jul 2020 om 15:40 
How come we can only ever own one Proximity Mine item? Is that a bug in my game, or do you have it set that way on purpose?

It would be nice to able to give more mines to multiple soldiers.
RustyDios  [auteur] 8 mei 2020 om 18:31 
The Proximity Claymore is a reaper only weapon yes..... BUT the non-concealment breaking aspects apply to the standard Proximity Mine too (which goes in a utility slot)
Wild_Goose3 8 mei 2020 om 14:43 
I got very excited and reminded of the good old days of EW proximity mines on MECs. Bit dissapointed that this is a Reaper only weapon though :-(
RustyDios  [auteur] 1 apr 2020 om 18:54 
They should explode when an enemy moves in range of them? Just like normal Proximity Mines...
Shavy 1 apr 2020 om 13:09 
So are the not supposed to explode? I'm confused.
RustyDios  [auteur] 30 jan 2020 om 6:38 
Also essentially any class with +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="claymore") in their class data will be able to equip the proximity claymore in the secondary weapon slot... but they would only actually gain the use of a singular proximity claymore, not standard claymores.
RustyDios  [auteur] 30 jan 2020 om 6:34 
Okay, so base game the Claymore itself is kind of a 'dummy' weapon it doesn't actually do anything, the throw claymore ability is attached to the Reaper themselves as a class ability, iirc when I was looking at the code it doesn't even check if the Reaper HAS a claymore equipped!

What the proximity claymore does is simply allow the Reapers to have a standard proximity mine in their secondary weapon slot (because without mods or luck, Reapers generally tend to get zero utility slots). This then essentially allows Reapers to have their standard claymore AND a bonus throw of a proximity mine.

The standard proximity mine however is already a utility slot item, so you could just use that. Hope that helps :)
I'm Mr Meeseeks, LOOK AT ME! 30 jan 2020 om 0:45 
So i'm a little woried, because i was just debugging Shire MCT Proficiency Class Reaper Class with your mod in Strategy Cheat Mode, and i was trying to spawn your mines but they are no where to be found,
the console command should be additem xcomproximityclaymore etc right. or is there a config that doesn't allow it to be used in debug mode, just worried that i'd get upset when i arrive to research your tech in actual gameplay and tadaa, no items given

edit : oohh. proximity claymore is a secondary weapon.. is it cross class? i am using the shiremct reaper plugin mod and i don't think i can equip your claymores.
I'd like to suggest an ini config or something that allows claymore to be considered as utility instead of weapon..
RustyDios  [auteur] 25 jan 2020 om 2:43 
I added in the proving ground project as a 'control step'. It allows you to adjust costs easily and build all types of Proximity Mines with one project. (Types being the standard Proximity Mines, this mods added Proximity Claymore, and Pathfinders Proximity Stun mines- if you have them)

It also lets you adjust if mines are unique or not, and if they break concealment on throw and activation. :)
I'm Mr Meeseeks, LOOK AT ME! 24 jan 2020 om 22:29 
Haven't tried out the mod in game yet but I'm just slightly confused by your description, why do you need to add a proving ground proximity mine when researching andromedon autopsy already gives you a proximity mines? Or is there something I'm not getting here,(because i never used proximity mines), are proximity mines unique item? So this mods allows you to have more than one proximity mine, or just used to acquire proximity grenades
I'm Mr Meeseeks, LOOK AT ME! 24 jan 2020 om 22:02 
Use this with shire mct reaper plug in to give back the claymore he so ruthlessly removed, mushahahha
Snip3s 23 okt 2019 om 22:19 
its always fun to make epic traps by giving 3 out of 4 of your soldiers prox mines, then giving your reaper double claymores then you just wait as you place all three in the area and follow up with claymore and watch the fireworks. give it a go you wont regret it
RustyDios  [auteur] 17 okt 2019 om 16:59 
No it doesn't unfortunately.. but it also doesn't override/replace normal Claymore's.. so you kinda have to make a decision, throw a normal one and shoot/trigger it..or throw a Proxy one and allow enemy movement to trigger it. Keep in mind that as long as you throw a Proxy Claymore near an enemy it will explode when that enemy moves (either in normal movement or scamper), regardless if you can see it or not ... this is helpful for those times you throw a Claymore then can't see it to trigger - the Proxy Claymore is going to explode, provided the enemy moves.
MrCloista 17 okt 2019 om 16:38 
Something I forgot to ask before, does the proxy claymore still keep the claymore's ability to be shot at to trigger it?
RustyDios  [auteur] 15 sep 2019 om 20:33 
@Lobuno Thanks for pointing it out.. just a default config setting wrong (my own fault as I kinda left it how it was after making the adjustments required for MrCloista's idea)

I'm surprised it wasn't noticed earlier :)
Lobuno 15 sep 2019 om 9:59 
@RustyDios, thanks for today's update/bugfix. I noticed when starting a new game already got Proximity Mines in inventory.
MrCloista 12 sep 2019 om 15:27 
You sir, are a gentleman. Much appreciated.
RustyDios  [auteur] 12 sep 2019 om 14:58 
@MrCloista New Version live with your requested toggleable in the config. Setting it to true on it's own will give you 1 *one* Proximity Claymore, so you might want to combo it with the Infinite setting.

Added the config variable for normal Proximity Mines and Proximity Claymores (and Pathfinder Proximity StunMines)
MrCloista 12 sep 2019 om 10:49 
Good point, I'll have a play with that concept (gone all in on the dual wield for Templar, dual pistols to go with their shard gauntlets). If you could figure the code for the starting item toggle for that proxy claymore i'd be in your debt.
RustyDios  [auteur] 12 sep 2019 om 10:23 
Both :)
But in all honesty, Ballistic Shields, purely for the amount of ADVENT (Bio) Troops etc that use them and it's more likely that a skirmisher would recall their ADVENT training to use a shield than be trained in the 'XCOM' heavy weapons.. I mean when you look at it ADVENT by default don't really use 'conventional heavy' weapons .... also the shield could help with random placements from using wrath etc?
MrCloista 12 sep 2019 om 9:54 
Thanks. I'm only really learning to mod in what little spare time I get, whilst also being a tester for the CovertInfiltration mod, so no need to worry about me giving credit where it's due, I'm already on the modder's discord and talk to the likes of Xymanek, Iridar and Musashi quite a lot. I am infact trying to decide which is a more 'skirmisher' tertiary - Ballistic Shield, or Rocket Launcher.
RustyDios  [auteur] 12 sep 2019 om 9:49 
That sounds cool, good luck with your project :)

Feel free to use any of my code if you need it, just please link credit back to me (so that it can then be linked back to Robojumper, Iridar, Puma, Claus and the Modders Discord)
MrCloista 12 sep 2019 om 9:11 
Ahh, thanks for the info. I'm currently working on what would be my second mod, it's a class set, designed as straight replacement/reconfigures of the existing classes, adding a 'tertiary' (well, 'second secondary') weapon to them. Proxy Claymore would be a perfect 'tertiary' for the Reaper.
RustyDios  [auteur] 12 sep 2019 om 9:03 
Yes, it has it's own throw perk. It shouldn't affect the normal Claymore use in any way.

The base Claymore is nothing but a 'dummy item', the actual Claymore Abilities are added directly onto a Reaper from the perk tree ... what the Proximity Claymore does is essentially clone an entire Proximity Mine (throw and ability) but have its type changed from 'grenade' to 'weapon'
and then the weapon is locked to the 'claymore' slot.

Hardest decisions in this have been to try and maintain 'gameplay balance'.. the ProxClaymore is OP as hell.. esp if you throw a 'normal' claymore ontop of it (which you can do for a massive opening explosion :) )
MrCloista 12 sep 2019 om 8:48 
Thanks, will give that a try. Also, i take it it has it's own 'throw' perk, rather than the one for a regular claymore?
RustyDios  [auteur] 12 sep 2019 om 8:09 
@MrCloista In what sense? As in you'd like it available from the start of the campaign without needing to do the Andromedon Autopsy or Proving Ground Project?

I'd have to code in a toggle that would give you one at the game start .. that option does not currently exist within the mod, although it is a good suggestion for a config option - I'll look into this.

In the mean time I think you could gift yourself one through console commands, the item template name is "XcomProximityCLAYMORE".
MrCloista 12 sep 2019 om 7:44 
Quick question, how would I make the proxyClaymore (not the main proxymine) a starting item?
Prov 8 sep 2019 om 9:17 
Nice mod dude! Going to give it whirl shortly.
Star¤Dagger 7 sep 2019 om 16:59 
Added to my campaign.

It was nice to see you in the Xcom2 modding Discord, and then see this pop up.
Great group of very helpful modders, XCom2 modding is alive and well!

Congrats on your first mod!
RustyDios  [auteur] 7 sep 2019 om 14:52 
Thanks! I hope you like it :)