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GrimyBunyip

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  1. You can try taking a look at my headhunter mod: http://steamcommunity.com/sharedfiles/filedetails/?id=678149207 I'm under the impression that getmultitargetoptions is meant for the UI, because I'm pretty sure getsingletargetoptions populates the list of possible targets for the UI, for stuff like standard shot. ANYWAYS in my case I just ignored that altogether and manipulated the targets via the BuildGameStateFn and BuildVisualizationFn
  2. so if you've made a class mod, you'll need to update your xcomclassdata.ini file with new info like excludedAWC, ballowawc, allowedarmors, etc
  3. Advanced and Superior weapon upgrade drop rates changed Advanced and superior Repeater drop rates were roughly halved relative to other items No change to basic repeaters.
  4. new inv slots, kinda chuckled when I read the naming convention case eInvSlot_PrimaryWeapon: case eInvSlot_SecondaryWeapon: case eInvSlot_TertiaryWeapon: case eInvSlot_QuaternaryWeapon: case eInvSlot_QuinaryWeapon: case eInvSlot_SenaryWeapon: case eInvSlot_SeptenaryWeapon:
  5. changes were made to X2SoldierClassTemplate and X2SoldierClassTemplateManager var config array<name> AllowedArmors; var config array<name> ExcludedAbilities; // Abilities that are not eligible to roll from AWC for this class var config bool bAllowAWCAbilities; // If this class should receive or share AWC abilities var config protectedwrite bool bMultiplayerOnly; var config bool bUniqueTacticalToStrategyTransfer; // If this class has unique tactical to strategy transfer code, used for DLC and modding var config bool bIgnoreInjuries; // This class can go on missions even if they are wounded var config bool bBlockRankingUp; // Do not let soldiers of this class rank up in the normal way from XP var config array<EInventorySlot> CannotEditSlots; // Slots which cannot be edited in the armory loadout var config protectedwrite bool bHideInCharacterPool; var localized array<string> RankNames; // there should be one name for each rank; e.g. Rookie, Squaddie, etc. var localized array<string> ShortNames; // the abbreviated rank name; e.g. Rk., Sq., etc. var localized array<string> RankIcons; // strings of image names for specialized rank icons function bool IsArmorAllowedByClass(X2ArmorTemplate ArmorTemplate) { local int i; switch (ArmorTemplate.InventorySlot) { case eInvSlot_Armor: break; default: return true; } for (i = 0; i < AllowedArmors.Length; ++i) { if (ArmorTemplate.ArmorCat == AllowedArmors) return true; return true; } } return false; return false; }
  6. new effect property: bCanTickEveryAction=true needless to say X2StatusEffects.uc has been altered
  7. we already knew that, but the question is how they're overridden. because if it's done in the same way as other overrides, where any time old code would create the old game state instead of the override state, then it might not be that useful.
  8. what looks like is going on, is that I can call logs right before: AbilityState.LookupShotBreakdown LookupShotBreakdown is inside a native class (XcomGameState_Ability), so I can't drop any logs inside the native class. what is odd, is that the native class still calls X2AbilityToHitCalc, which is NOT native and any logs I put inside X2AbilityToHitCalc, or any other changes I make there, will not affect the game itself. Is it just that code in native classes aren't reflected in the source code? Or I can't even indirectly affect native classes through other classes the native one calls.
  9. yes to both log calls and redscreen calls never popped up, it's like the code isn't being called at all.
  10. I've been trying to edit various functions inside X2AbilityToHitCalc, namely finalizehitchance but none of my edits seem to be having any effect on the game. I tried disabling all mods besides the the one making the edit, and deleting the config folder. I've also traced the function calls for finalizehitchance through other uc files, and it definitely seems like finalizehitchance should be called where I would expect it to. I'm hoping to see if anybody has any thoughts why this might be the case.
  11. you can just do RemoveItem https://wiki.beyondunreal.com/Dynamic_arrays
  12. I'm trying to figure out how to draw a simple rectangle. I started by trying to make a UIBGBox: GrimyBox1 = Spawn(class'UIBGBox', self); GrimyBox1.InitBG('BGBoxSimple').SetBGColor("red"); GrimyBox1.SetHighlighed(true); GrimyBox1.AnchorCenter(); GrimyBox1.SetPosition(-250,400); GrimyBox1.SetSize(5 * (GrimyHitChance - GrimyCritChance),20); GrimyBox2 = Spawn(class'UIBGBox', self); GrimyBox2.InitBG('BGBoxSimple').SetBGColor("yellow"); GrimyBox2.SetHighlighed(true); GrimyBox2.AnchorCenter(); GrimyBox2.SetPosition(-250 + 5 * (GrimyHitChance - GrimyCritChance - GrimyDodgeChance),400); GrimyBox2.SetSize(5 * GrimyCritChance,20);The above code will draw box1, but will not draw box2.If I comment out the code for box1, box2 will appear. I don't understand why these two are mutually exclusive. I tried using UIPanel instead of UIBGBox, but nothing appears. has anyone else experimented with UI elements yet?
  13. I discovered something weird today, that I felt I might as well share. I tried adding config to the X2DownloadableContentInfo header. For Example: class X2DownloadableContentInfo_GrimyLootMod extends X2DownloadableContentInfo Config(GrimyLootMod); The code builds, but it turns out that the OnLoadedSavedGame() event will not trigger with config in the header. But when I removed the Config(GrimyLootMod) from the header, the event would trigger. Very strange.
  14. Maybe my memory is bad, but did anyone ever say that OnLoadedSaveGame actually runs once *every* time you load? As opposed to what was stated in the examples? I'm looking for a method that runs on every load, as a means to implement a form of version control.
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