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Have you considered adding MCM support? It's fairly easy [github.com].
@btysgtmajor - I can't blame you for that assumption, because wow, what was valve thinking with that ridiculous file location? Also, just so you know, changing the color didn't fix that app - I switched the counter to use green for dead, and yellow for mind controlled. And instead of the counters being black (even though the default dead is gray) they were all green. The first turn, they were red, then they all went green at the end of that turn. Or maybe it's because I changed the counter to count up instead of down? Don't know.
I did a file search in the steam workshop folder, looking for any files that contained 'tacticalhud' in the title, and found a number of mods do have files titled 'UITacticalHUD_(something)'. Even ones that don't make much sense, like one that adds minor armor piercing to swords and snipers. So, I don't think I can help you much there.
XComTacticalHUD_KillCounter.ini
You say 'details in the .ini file.' Yeah, but, which .ini file, where is the file, and if it's a common .ini, what are the lines called? There are a lot of .ini files in a number of locations. I looked through several of them, and I didn't find any file titles or command lines that resembled either the mod name or your user name. Any help?
Stabilize Me!
EU Aim Rolls
LOS Preview Ability
Configurable Protect Device
Evac All
Katana Pack Reloaded
Overwatch All/Others
30 Ability Icons
Show More Buff Details
Any idea if any of those are responsible for causing the damage number to be covered up?
@zyxpsilon No problem! Thanks for the ideas! Now that I'm back around hopefully in the next couple weeks I can get to some of this!
I'll totally throw these into the queue for when I'm back from out of town. The placement of the HUD should be straight forward enough. As for the the enemy counter, I'd need to see about how to get around needing to use the actual Shadow Chamber function to get that number. I know someone else had requested a running tally, but, I know that's different. I'll definitely see what I can do, though!
Thanks again!
-- Be it unfair or not ;) .. a config setting to allow the Counter to *always* show up even if the "ShadonChamber" hasn't been built yet.
-- A special HUD system that would let me adjust the exact relative location(s). (Top, Bottom, Left, Right, Centered, etc)
Please? Great work (and idea - -a'hem!) nevertheless.
To everyone else, as I have time, I'll implement more suggestions! Thanks for your patience!
@krj12 I'll have a look into that.
@McDougal Thanks! I'll also take your ideas into consideration and see what I can do.
It'd be great to see it differentiate between the enemies I haven't found and the ones I got "eyecontact" with (regardless if in stealth or not).
> How about a lighter red for those the Soldiers can't see right now?
That way it'd be easy to spot at one glance how big those 2 or 3 pods you accidentally activated really are.
Or
> Additional red marks inside the blips for the enemies you can see and crossed out grey blips for the dead ones?
I'd rather have a kill count bar that "fills up" as I progress.
Great! I will most definitely check that out when I can! I spent most of last night pulling my hair out trying different things so this sounds promising. Thanks again!
The mod "NobodySawThat" has a good way to listen for the ShotHUD without overrides, you might want to check that out.
Conflict found for 'UITacticalHUD':
Shadow Chamber Kill Counter
* Eu Aim Rolls
* Evac All
* Katana Pack Reloaded
* Long War Alien Pack
* Long War Perk Pack
* Longwar Toolbox
* LWPP Spec Ops Class
* Overwatch All
* Spec Ops Combat Knives
* Squad Cohesion
* Stop Wasting My Time
* Tower Detection Bug Fix