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MachDelta

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  1. Is it possible to come at this from the other end and intercept items (or their templates) and set their iItemSize=0? I didn't spend overly long looking at the scripts, but this might be a way of essentially stepping around anything that checks against eStat_UtilityItems - at which point you'd have to roll/borrow your own inventory validation methods and likely hook them through a screenlistener or somesuch, (unless you want an infinite inventory, I guess). Not sure if it's doable, just a thought I had. Otherwise, like bountygiver said on Reddit, I imagine you'd be stuck with creating a custom GameState component and essentially building a second (utility item) inventory. Plus mangling UIScreens as needed.
  2. My hunch is that it's because both boxes are given the same name - "BGBoxSimple". Try either naming them separately, or not at all (the name is an optional variable, the default is to have the engine generate a unique name). Try that and see what happens.
  3. Doesn't work for me on win 8.1 - "UnrealScriptPackage" did not load correctly, blah blah please see log for info: <entry> <record>50</record> <time>2016/03/05 05:46:27.579</time> <type>Information</type> <source>VisualStudio</source> <description>Begin package load [UnrealScriptPackage]</description> <guid>{FB637C2F-4C64-4AA3-BF67-BCEFE95ED79A}</guid> </entry> <entry> <record>51</record> <time>2016/03/05 05:46:27.588</time> <type>Error</type> <source>VisualStudio</source> <description>CreateInstance failed for package [UnrealScriptPackage]</description> <guid>{FB637C2F-4C64-4AA3-BF67-BCEFE95ED79A}</guid> <hr>80070002</hr> <errorinfo>Could not load file or assembly 'Microsoft.VisualStudio.Shell.14.0, Version=14.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.</errorinfo> </entry> <entry> <record>52</record> <time>2016/03/05 05:46:27.588</time> <type>Error</type> <source>VisualStudio</source> <description>End package load [UnrealScriptPackage]</description> <guid>{FB637C2F-4C64-4AA3-BF67-BCEFE95ED79A}</guid> <hr>80004005 - E_FAIL</hr> <errorinfo>Could not load file or assembly 'Microsoft.VisualStudio.Shell.14.0, Version=14.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.</errorinfo> </entry> </activity>
  4. Aggies11 has the right idea. If you don't push a config to the workshop then it won't overwrite user's configs. But from within scripts you should still be able to pull values from a user config (if it exists) and if it doesn't exist, fall back to the defaultproperties. Telling the engine to save this config will hopefully write it out to the mod's working folder so that the values are accessible to the user for the next time the mod is run. The only downside is, as mentioned, users need to run the mod once in order for it to build a config that they can edit, which doesn't seem terribly inconvenient considering it's a one-time only thing. But there are several unknowns with the whole process since I haven't tried it myself. Maybe try a quick test mod to see how/if it works, even.
  5. According to the documentation it should be possible to create a config on demand. Try something like this as a test: class myMod extends someClass config(DoesntExist); var int myVar; function InitMyMod() { SaveConfig(); //flush to config } defaultproperties { myVar = 4; } Because then you might not have to ship a config at all, just build and update it as needed from within the script itself. Seems a nice solution, I just haven't tried it.
  6. Well, it looks like I fixed it. The solution to my little issue appears to have been launching UnrealEd without a project loaded in VisualStudio. Suddenly everything is working just peachy and textures are saved in a .upk, and a chorus of angels sang from on high, etc... :mad: :mad: :mad: :mad: :mad: The quirks of this program are going to drive me to drink. More than I already do, anyway. :laugh:
  7. I was helping Pyranara with this issue the other day, and near as I can figure it has to do with the unique function chain of Fuse. Like he briefly mentioned, the Fuse ability doesn't really "do" anything except kick off a Fuse Event (and a reveal event, but that's irrelevant here). Essentially, no shot is ever fired (hence the need for a separate "reveal" event). Instead there are listener functions sprinkled throughout the grenade/rocket/etc classes which are just waiting for the Fuse event (like little tiny suicide bombers :laugh:), and then they cause the grenade (rocket, etc) to immediately self-target without a throw animation. That's how fuse works in a nutshell. The problem is, I think, the way the animations are strung together. Turns out, the "firing" animation from Fuse is just the soldier grabbing their Psi Amp and facing the target. That's it. The purple-psi tendrils that connect the source and target somehow seem to come from the grenade side of things, although I could never figure out how (likely didn't dig deep enough). When the GrenadeFuse() template is used it seems to know to look for a soldier who just used Fuse, but in this case it can never find one because they used 'Instability' instead. This means the purple-psi tendrils never show up, and because they never show up the animation chain times out. This is what causes the 10 second delay (that's the default watchdog time for unit animations) before the actual explosion occurs. It's supposed to go: "Face Target -> Psi Magic -> Boom" but without the middle bit the "boom" sits around waiting until the middle animation is declared dead. So the only way I can think of doing this off the top of my head is to override every single grenade class in the game and add an Instability() template which listens for a new Instability event but doesn't require the same chain of animations. But that's a hideous sledgehammer of a solution and I have to believe there's a better way. I just couldn't think of it or find it in the scripts. Hence, I encouraged Pyranara to post here. It's an interesting problem and I'm sure one of you clever lot has a solution rattling around in their big ol' brain.
  8. DefaultProperties are definitely strange: See http://udn.epicgames.com/Three/UnrealScriptDefaultProperties.html for all the gory details. There are some gotchas with assigning variables too (arrays, notably).
  9. Manual garbage collection in UnrealScript? Heresy! :ninja: Seriously though thank you for sharing. I'd be interested to know why Firaxis would wipe a unit from the history, given that their documentation implies that nothing unique should ever be deleted. Or maybe I just read it wrong.
  10. I don't mind at all guys. I actually haven't tried mucking with the texture in UnrealEd since posting this thread (it's sort of low priority right now but eventually I'll have to figure it out). I'll let you know if I do get it working or not though. Or possibly beg someone to do it for me, haha. But hopefully I don't ever have to get that desperate :)
  11. Hey everyone, I'm struggling with what should be a fairly simple task. I wanted to add a simple icon to the HUD for a mod, and I tried piecing together some tutorials and even other mods that do it, but I'm running into several issues: 1) Primarily, UnrealEd does not seem to treat my packages properly. I can import a texture just fine and assign it to a new package. The texture will show up in the content browser but no matter what I try the actual package will not appear on the package browser on the left. Furthermore, when I go to save my package UnrealEd will not give me a choice of name or extension, or location, or anything really. It automatically names it and sticks .u at the end (although, if memory serves, Unreal extensions are entirely cosmetic). Then, when I reboot UnrealEd and open my package, nothing appears, neither texture nor package, yet UnrealEd has hooked onto the file because the shell throws a fit if you try to move/rename/delete it. Not really sure how to troubleshoot this one. I'm generally a very patient person, but UnrealEd has an incredible ability to cut right to my inner Mr. Hyde. 2) The biggest problem is that after all this fighting with UnrealEd I still can't get the texture to appear in game. Any attempt to invoke it by spawning a UIIcon fails and I get the default "IMG" on a rainbow texture. I've triple checked the command icon = spawn(class'UIIcon', TestPanel).initicon('TestIcon',"img:///Packagename.Category.Texturename",,,64); but it doesn't appear. I don't know if this is a problem with how I'm invoking it, or if I have to explicitly tell the game to load the package in a config somewhere, or if the package itself is corrupted (my suspect), or what. 3) That 85mb shader cache file it drags along... WTF? I know there are other threads dealing with this issue but I was focused on solving my other issues first. Is there a quick solution to this garbage? So, anyone feel like walking a moron through some of this? Much appreciated. Edit: I realized that the source image is no where near 38k so out of curiosity I opened the file UnrealEd created in Notepad++ and to my surprise found most of the mod's scripts sitting in there too. What in the hell is going on with this thing? :mad:
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