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sqparadox

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  1. The editor not working and debug not working are 2 entirely separate issues. They just both happened to be caused in the same update. The debug issue requires you to run the SDK as an administrator, as discussed above. The Editor issue requires you to open \Steam\SteamApps\common\XCOM 2 SDK\XComGame\Config\XComEditorUserSettings.ini find the "[sourceControl]" section and set "Disabled=True". Both issues have been covered in previous topics in this sub-forum. Here's the one about the Editor issue, which is where the above fix comes from.
  2. Have you looked into Tuples, and/or cross-mod triggered events? I couldn't make heads or tails of how to implement any of it. If you read my post in Toolbox Technical Questions Here Please (which is probably where we should be talking about this but that's beside the point) I went down a similar path trying to access SoldierSlotCount2 but ran into some of the same issues. At least for my issue there supposed to be an API call to somehow change squad size, I just can't figure out how to get it to work.
  3. Go to Steam\SteamApps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy right click on 'XCOM ModBuddy.exe', choose Properties, go to the Compatability tab and check 'run this program as an administrator'.
  4. I feel like an idiot for asking this, but how do I use the SetMaxSquadSize() function in XComGameState_LWToolboxPrototype/XComGameState_LWToolboxOptions? How do I call this thing so it actually makes changes to the Toolbox settings? I've added LW_XCGS_ModOptions and LW_XCGS_ToolboxOptions to my mod along with the ModEditPackages lines in XcomEngine.ini. I tried implementing my own extension of XComGameState_LWToolboxPrototype and the best that got me was a blank box in the options screen. I've tried calling class' XComGameState_LWToolboxPrototype '.static.SetMaxSquadSize(maxSoldiers); from a screenlistener but that had no observable effect. I had some luck modifying SoldierSlotCount with EventListeners but after trying every event triggered in the InitScreen() of UISquadSelect_LW the but the best I could do was 12 slots with the top row starting at the center and going off the screen to the right. I'm trying to essentially make an updated/improved version of More Squad Size Upgrades that takes advantage of the Toolbox's 12-slot squad select screen (yes, I can purchase the upgrades and then manually increment the squad size counter but that completely breaks immersion and that's the whole point of this). This seems like something that should be easy but I'm completely out of idea's. Sorry, if this has been asked and answered elsewhere. Any assistance would be appreciated. Update: So I think I've maybe made some progress, I'm getting a redscreen error now: Game State Created but Never Added to History New Game State: CC API Change Squadsize -- XComGameState_33263 Pending Game States: |==>CC Enter Squad Select Event Hook -- XComGameState_33262 Stack: Script call stack: ...I made a copy of SetMaxSquadSize() from XComGameState_LWToolboxOptions and attempted to implement the code in in a version of XComGameState_LWToolboxOptions in my mod: Calling SetMaxSquadSize() from an Event Listener: The above code results in the above redscreen error, so I feel like I'm on the right track. There seems to be some inter-mod communication going on, but obviously something is not working. Update 2: Finally got it working. It was, as expected, quite simple but elusive: Still getting more or less the same RedScreen error but it works nonetheless; the squad is the right size and properly positioned. All it needs is art and some more testing before release.
  5. As some of you may have noticed, any soldiers still bleeding out when the tactical game ends have missing info on the memorial wall The problem lies in SquadTacticalToStrategyTransfer() in XComGameStateContext_StrategyGameRule, specifically lines 490-494: 490 // Bleeding out soldiers die if not rescued 491 if(UnitState.bBleedingOut) 492 { 493 UnitState.SetCurrentStat(eStat_HP, 0); 494 }This kills any remaining bleeding out unit's but fails to call OnUnitBledOut() from XComGameState_Unit. OnUnitBledOut() calls OnUnitDied(), also in XComGameState_Unit, which records the the op name into m_strKIAOp and the op date into m_KIADate. Thus m_strKIAOp and m_KIADate remain uninitialized and empty when called from XComGameState_Analytics and there is nothing to display when PopulateStatsData() is called from UIBarMemorial_Details. This is a minor bug with no effect on gameplay so I figured it's a low priorIty bug. Firaxis has there hands full as it is and I'm not on to wait around when I can do something about it. I was able to fix the symptoms of the bug by hooking a UI listener to the mission summary screen. Any unit's it finds bleeding out have the op name and date recorded into that unit's variables. If the unit is bleeding out but survives (is carried out, for example) and then dies on a later mission its variables should be overwritten with new data when OnUnitDied() is called. I also record the CauseOfDeath (for bleeding out it shows up as friendly fire from that unit by default, I duplicated that behaviour). It's up on nexus and the workshop but, there is another bug I can't for the life of me track down: Any unit that dies from having bled out (whether the timer runs down, they are left behind, killed by an explosion, etc) shows Time on Avenger as 0 Days on the Memorial Wall. This includes soldiers that have had all the proper functions called; all other data fills in. I think the problem is likely in XComGameState_Analytics and/or UIBarMemorial_Details, but this one really baffles me. Maybe it occurs with other death types as well but I have only found it on soldiers who bled out. As an aside I took a shot at fixing the bug in-line in SquadTacticalToStrategyTransfer(), not because I thought I could release it, but just for the practice. However, cause of death is passed into every function that calls OnUnitDied() or OnUnitBledOut(), but SquadTacticalToStrategyTransfer() takes no incoming arguments. With nothing to pass into OnUnitBledOut() I was forced to try to fetch or create the data for the incoming arguments. This is my first foray into UnrealScript so needless to say, I'll be very interested to see how Firaxis fixes this on there end.
  6. If I might ask, where did you get a build of FO4Edit? The source is on github but I can't compile it as there are no free delphi compilers. Edit: Found it. http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/
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