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Official Tactical Co-Op Mod Thread


TeamDragonpunk

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Hello Everyone!

 

I had hoped to have the Tactical Co-Op Mod finished by now, but ModBuddy showed me how dependent I am on a proper IDE (mad respect to you all that just use a text editor). Now that we have the Real Script IDE extentsion working for XCOM 2, things are much easier. I'm essentially finished with the Squad Menu UI changes. I've also been swamped at work, so I officially took a leave of absence to finish this.

 

Bottom Line: Since all the Dragonpunk Mods are dependent on the Tactical Co-Op Mod, I hope to complete it by June 1st, and I need help!

 

I've outlined 6 major "use cases" in the power point presentation found at the link below:

 

https://www.dropbox.com/s/typ656jrorqi5pe/XCOM2_COOP_v1.ppt?dl=0

 

The good news is that Ryan McFall said the I/O shouldn't be a big issue due to Soldiers assigned to teams, though I need to speak with him about the feasibility of Use Case #3. So, we have 13 paid freelance artists working on the Dragonpunk Mods, and I'm happy to bring on anyone with in-depth knowledge of XCOM 2 and Unrealscript multiplayer coding (I have yet to find anyone). Additionally, I'm happy to trade art assets for anyone who is able to tackle one or more use cases.

 

I'll be updating this thread throughout May, and would be grateful for any insight to potential issues and debugging questions. I'm really hoping that this Tactical Co-Op Mod will jumpstart more mods and show people that XCOM 2 can be a platform for more total conversion mods.

 

-Dan

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Ok, going to ask a dumb question (I get 1 dumb question because half the time they turn out to be legit). What is the best way to import another mod into Modbuddy (short of recreating the entire project)? There are commands like File -> Open or Add, but they don't import the entire project. I guess I used to ant/maven where there is a specific pom.xml that provides the IDE with the structure of the project. The solution file will do it, if you've created the mod yourself, but if you download the file through Steam Workshop, then you don't have the solution file (that I see anyway).

 

Found this video, and while it's an easy process to copy/recreate the mod, it's not actually importing the mod:

 

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Gonna try a "Dumb" answer if you won't mind.

When we were developping Civ5 (XCom2 SDK uses very similar methods and coding principles via the VB IDE) mods (Nutty & i) we often had to share various transition files to create & maintain local custom sets of the same resources while experimenting with on-the-fly tricks. As long as we both had similar structure of folders and the files were named in a consistant fashion.. we mostly just relied on a static default SLN+SUO combo template we'd just re-build as need be.

 

Not sure if that process would work in our XC2 enviro... but i'd have to guess the "Blank Template" structure (that the guy in that video refers to as DefaultMod, btw) might react correctly that any full-set of authentic MOD files. Whenever & however some drag/drop attempts are done to such a transit pseudo-mod context where the SDK is tricked into thinking it has the essential components to simply re-build from sources rather than pure (or complete) SLN+SUO parameters.

Edited by Zyxpsilon
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You can't recreate the project file from the workshop download directory. There are two choices. One choice is to ask the mod author to send you his modbuddy directory. The other choice is to rebuild from scratch. Amineri mentioned that she wrote a perl script (probably perl) to look at the directory structure and write out the needed xml, but there is no simple executable that just does it. I have been happy to provide my modbuddy directory to the 2-3 people who asked for it, since the modbuddy part doesn't contain any secrets.

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So, my main concern is creating and assigning teams for each player. -the way this has to work is that each player is assigned to their own team, and the game will handle the Soldier controls for each player (thats the only good news here). Ideally, the local player (host) will invite a person over Steam and a new team will be dynamically created and added to an array of playerTeams. However, dynamic creation of teams might not be possible (actually won't know this until the very end). So we might have to create 12 teams at the start of the game. Yet, that raises another set of problems if we do that. Will this slow down the processing since we now have to iterate through 12 teams that aren't even being used (very likely)? Should we make our own Co-Op shell like the Vs Shell then...but if we do this, then you can't just jump into someone's single player game. All this is why I have my heart set on dynamic generations of teams on session connect of the remote player, but we honestly have no way of testing this until everything is written and we "flip the switch".

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