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Korpo

Imperialistic pigopolist
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Dec 19, 2001
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www.fh-landshut.de
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Currently standing up always works. I've never seen a mech fail to stand up, so I assume shooting a leg merely opens a time window in which you get free called shots without the -4 bonus you would get from Precision Strike. (It also hobbles the mech a bit but it seemed hardly to equate to "hopping on one leg.")

Would it be possible to add such a roll when "Stand Up" is selected? And modified by missing leg/missing arm. In my mind being knocked down, missing both arms would also make it impossible to stand up...

I've seen DLL mods can only inject additional code so it might not be possible but what do you think? I'm not asking anyone to do it, I just would be glad to know if one has been done or if it's in principle doable.
 
Currently standing up always works. I've never seen a mech fail to stand up, so I assume shooting a leg merely opens a time window in which you get free called shots without the -4 bonus you would get from Precision Strike. (It also hobbles the mech a bit but it seemed hardly to equate to "hopping on one leg.")

Would it be possible to add such a roll when "Stand Up" is selected? And modified by missing leg/missing arm. In my mind being knocked down, missing both arms would also make it impossible to stand up...

I've seen DLL mods can only inject additional code so it might not be possible but what do you think? I'm not asking anyone to do it, I just would be glad to know if one has been done or if it's in principle doable.

this and other pilot rolls were one of those things HBS decided to leave out for various reasons.
as to whether it can be put in....doubtful....the coding for it would have to be already in game for someone to activate it i would think.
the are a few mods that get this game as close to TT as possible.
you may want to check them out over on nexus.
 
Thank you!

I guess the "Stand Up" action should have some action associated with it since it is a button the player can push. So the state change is there and has something associated with it - the result being that the mech is put from state "lying down" to "normal" again. (Plus the animation for standing up is triggered.)

The problem might be that the mech is standing up visibly and one might not be able to switch that off. Maybe it can be knocked down immediately again at most - or nothing can be done. But as far as I understood the tutorials existing code is executed no matter what - just new stuff can be execute before and after... Something to think about. I guess I'll have to give this disassembling tool a go to actually find out.

I appreciate your feedback. :)
 
in harmony prefix you can forbid native method execution. You should not mess with UI cause your logic have to work with AI meches too.
Instead you can prefix MechStandInvocation.Invoke method.
 
Thank you! :cool:

I had to google for a while to find out that CAE meant CustomActivatableEquipment. ;) Putting that here for easy reference.
 
I didn't find any settings in CAE to control this, is it embedded in the dll?
 
from CustomActivatableEquipment/readme.txt
"StartupByHeatControl":true, - if true startup after overheat controlled by current heat ratio
"StartupMinHeatRatio":0.4, - min heat ratio that should be reached before mech can start up
NOTE! How it is working: mech shut down, on start up try there is check CurrentHeatRatio < StartupMinHeatRatio. If check pass start up normal.
If fail mech will not start acting same as if you press "done with mech" (eg. mech remains down and only heatsinks applying lowering heat level).
Next turn you can try to start mech up again same rules. AI meches acting same.
"StoodUpPilotingRoll":true, - if true mech stand up procedure becomes optional. Based on piloting roll.
"StoodUpPilotingRollCoeff":0.1,
"DefaultArmsAbsenceStoodUpMod":-0.1, - default value for CAEArmAbsenceStoodUpMod
"LegAbsenceStoodUpMod":-0.1
NOTE! Mechanics: in stand up try there is roll(0-1) against
stand chance = <Piloting Skill> * <StoodUpPilotingRollCoeff> + <CAEStoodUpRollMod stat value>
+ <count of destroyed arms> * <CAEArmAbsenceStoodUpMod stat value>
+ <count of destroyed legs> * <LegAbsenceStoodUpMod>
if roll value less than stand chance mech starts normally, if not mech will not stand up acting same as if you press "done with mech".
NOTE! You can use CAEStoodUpRollMod and CAEArmAbsenceStoodUpMod actors statistic values to control stand up roll per chassis/mech