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- [YellowAlert.YellowAlert_UIScreenListener]
- ; Keep this at true if you want AI to AI that are outside of xcom's sight to activate each other when taking fire and damage.
- ; This will enable fired upon units to fight back (like on retaliation missions when advent stands there and take damage while resistance fighters shoot them)
- ; Set to false to revert to vanilla behavior
- EnableAItoAIActivation = True
- ; Set to False if you want to turn off green, yellow, and reinforcement bonus reflex actions
- AllowBonusReflexActions = False
- ; Set True if you want to turn off first turn reflex reactions (recommened for use with EnableAItoAISeesUnitActivation or Dystopian Turn Order mod where Advent goes first)
- DisableFirstTurn = True
- ; Controls how frequently a scampering alien will receive an extra action point when they activate on their own turn while in yellow alert.
- ; This chance will be adjusted positively or negatively depending on the distance moved for the turn.
- ; Units that didn't move have much greater chance than this for a reflex action and those who moved far have a lesser chance.
- ; Units that move more than one movement action in tiles aren't eligible for an additional bonus reflex action.
- REFLEX_ACTION_CHANCE_YELLOW = .5 ;.5 = 50%
- ; Controls how frequently a scampering alien will receive an extra action point when they activate on their own turn while in green alert or injured.
- ; This chance is also modified by how many tiles the unit moved
- REFLEX_ACTION_CHANCE_GREEN = .5
- ; If rapid reinforcements is enabled, This is for reinforcement units on the turn that they drop in.
- ; Note that if they drop in within site of XCom and do not move, the chance will be increased by .5 thus making it 100% at the default setting
- REFLEX_ACTION_CHANCE_REINFORCEMENT = .5
- ; The amount the chance to take an action will drop after each success in a pod. The count is reset
- ; for each pod that activates within a single turn.
- REFLEX_ACTION_CHANCE_REDUCTION = 0 ;.05 = 5%
- ; This mod changes the counter attack dark event, when that dark event is active now it adds this modifier to the reflex action chance instead of the dark event default behavior
- COUNTERATTACKMODIFIER = .30
- ; if true, any reinforcement or summoned unit will be able to take a full turn, If they are within vision of XCom they will be eligible for reflex actions using the REFLEX_ACTION_CHANCE_REINFORCEMENT
- bRapidReinforcements = False
- ; If true reinforcement groups will always receive a defensive rather than an offensive action point when granted one
- bReinforcementsAlwaysDefend = True
- ; Adds to the reinforcement countdown, increasing the number of turns until the reinforcement group spawns
- NumTurnsIncreaseCountdown = 0
- [YellowAlert.YellowAlert_X2DownloadableContentInfo]
- ; Defensive actions - Damaged units in yellow alert that activate on their turn, or any unit
- ; in green that activates on their turn (if green reflex actions are enabled) will use this
- ; table. Feel free to add as many abilities as you would like, Note these abilities have to be available to the character
- +DefensiveReflexAbilities=Overwatch
- +DefensiveReflexAbilities=SniperRifleOverwatch
- +DefensiveReflexAbilities=PistolOverwatch
- +DefensiveReflexAbilities=AdvSniperLongWatch
- +DefensiveReflexAbilities=LongWatch
- +DefensiveReflexAbilities=HunkerDown
- +DefensiveReflexAbilities=WarCry
- +DefensiveReflexAbilities=EnergyShield
- +DefensiveReflexAbilities=EnergyShieldMk3
- +DefensiveReflexAbilities=LWDroneRepair
- +DefensiveReflexAbilities=PersonalShield
- +DefensiveReflexAbilities=Suppression
- +DefensiveReflexAbilities=Suppression_LW
- +DefensiveReflexAbilities=AreaSuppression
- +DefensiveReflexAbilities=AdvBitRepair
- +DefensiveReflexAbilities=OmegaWarCry
- +DefensiveReflexAbilities=MutonElite_PersonalShield
- +DefensiveReflexAbilities=MarkTarget
- +DefensiveReflexAbilities=AdvRaptorLongWatch
- +DefensiveReflexAbilities=CommandoEnergyShield
- +DefensiveReflexAbilities=CommandoEnergyShieldMk2
- +DefensiveReflexAbilities=CommandoEnergyShieldMk3
- +DefensiveReflexAbilities=WraithInvert
- +DefensiveReflexAbilities=DroneHRepair
- +DefensiveReflexAbilities=StunDroneShield
- +DefensiveReflexAbilities=Stasis
- ;ABA
- +DefensiveReflexAbilities=AdvDroneHeal
- +DefensiveReflexAbilities=AdvDroneRepair
- +DefensiveReflexAbilities=HunkerDownNoAnim
- +DefensiveReflexAbilities=SmokeRain
- +DefensiveReflexAbilities=Muton_PersonalShield
- +DefensiveReflexAbilities=Codex_PersonalShield
- [YellowAlert.HelpersYellowAlert]
- ;Change this to true if you want AI to AI that are outside of xcom's sight to activate each other when they see each other.
- ;I recommend disabling first turn (DisableFirstTurn above) reactions when this is true
- EnableAItoAISeesUnitActivation = True
- ; Some missions are simply to difficult with AI sight activation enabled, list any here that you want to not cause this activation
- ; Mission Name excluded from EnableAItoAISeesUnitActivation
- +ExcludedMissionNames=ChosenRetaliation ; Haven Defense w/ militia
- +ExcludedMissionNames=RM_OperativeEscort ; RM Additional Missions types w/ Militia
- +ExcludedMissionNames=HIVETerror ; HIVE Terror mission w/ militia
- +ExcludedMissionNames=HIVEFishingTerror ; HIVE Fishing Terror mission w/ militia
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