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RivvaDead

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  1. I've seen those classes previously but thought that there was a way to get hack chance more easily. Turns out it's actually very simple with UIHackingScreen.uc! Thanks to your encouragement I've played around with it and got it, so THANKS :D! I've also updated the first post with the code for anyone else. Thanks again!
  2. Edit: SOLVED! Thanks to 'hairlessorphan' suggestion here's the code: local UIHackingScreen HackingScreen; local float HackChance; HackingScreen = UIHackingScreen(`SCREENSTACK.GetScreen(class'UIHackingScreen')); HackChance = HackingScreen.GetHackChance(HackingScreen.SelectedHackRewardOption); Hi, I'm making a mod that develops soldier skills on the battlefield during combat a la Jagged Alliance style (and probably many other games like that). I'm gonna publish the mod tommorow, however I've decided to expand its functionality. Give a bonus for challenging feats like hiting an enemy with a small chance and so on. Unfortunately for that I need to access the hack percentage chance. I have the percentage for attacks but when I check the same variables within hacking ability i get 0 in all integers. Does anyone know where is the hack chance located? Any help appreciated, Thanks!
  3. Edit 16.02: So i've just found out that the code actually works, but instead of: UnitState.ModifyCurrentStat there has to be: UnitState.SetBaseMaxStat So know I have a question, what are the current stats and what is the difference between them and base stats. My confusion comes from the functions found in XComGameState_Unit.uc: native function ModifyCurrentStat(ECharStatType Stat, float Delta); native function SetCurrentStat( ECharStatType Stat, float NewValue ); Any help appreciated, Thanks Original Post: Hello, help needed! I've tried to modify unit stats during a tactical combat by listening to an event of finished movement but even though I got no errors and the code seems to run (checked with `logs) - there is no change in stats. This compiles absolutely fine. If I add logs to tell me the unit current stats and stats after my code - they are the same. Also - I'm editing Aim skill to easiliy test by trying to shoot alien as it's immediate feedback so it's not just that my logs don't show correct stuff. I've also tried some other versions like: or like Teleportation function in XComCheatManager.uc: Of course doesn't make any difference. I'm beginning to think that I can't edit stats while in an EventListenerReturn or can I? This is my first trying UnrealScript and I'm kinda struggling... :ermm: Any help appreciated, Thanks
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