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tracktwo

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  1. Check X2PathSolver (might have the name slightly wrong, on mobile). This is the class that contains utilities for computing a reachable path between points.
  2. Since the new call is buried inside spawn for actors I'm afraid you may be out of luck, unless there is some alternative to spawn that lets you pass in an instance name that it'll respect, but I'm not aware of any such thing. So I think your workaround might be the only viable option here.
  3. .44s is fairly long, I think that should be fine. You might want to grab the laser upks and see if there are any differences in how yours are set up, and run through the checklist Amineri provided if you haven't already. Opening the laser packages in the editor needs to be done in a funny order due to dependencies. Open the attachments first, and cannon also depends on sniper rifle but other weapons only depend on attachments iirc.
  4. And now that the laser pack is out I can say we had exactly this problem with the SFX on the cannon and sniper rifle and fixed it by lengthening the fire animations on those weapons. Originally they were very short - like 1 or 2 frames if you're at 30fps, so they'd often get dropped if the framerate dipped.
  5. That's kind of off topic for this thread, but yes there are a few comments on the workshop page.
  6. I tried that too, no dice unfortunately. The problem is these classes are native. Adding any new member variables to them changes the size of the objects, and leads to a size mismatch between the unreal objects and the corresponding native structure. I really feel like this would require a patch from Firaxis to get it to work completely correctly. That said, the workaround of putting sound cue notifies in other animations should work. I'm not sure why you are still getting cut off SFX when using those on longer animations.
  7. Yep, that's an alternative too, you'll just need to sync it up to the shot. I'm not an animator either so I don't know how to do it, but I do know the default animations for sniper and cannon shots are extremely short so they frequently have this problem with custom SFX. Another hint: be careful to not put the SFX cue at exactly the same time as another notify or it may not play. Stagger them all slightly so they trigger close to each other but not exactly the same time.
  8. The animation you attached the SFX to is probably too short. The sound effects can get cut off if the animation is so short that a frame rate dip can skip the sound notify. If you make the animation longer that should help.
  9. Yep, I've had this problem in the past too, even before the patch. Don't subscribe to you own mods or things can behave very oddly.
  10. Found a mistake in my original post: XcomEditorUserSettings.ini is the file you want, not Default. It may already have the SourceControl section in it.
  11. If you look for a launch.log in the SDK log folder (not the one in your personal my games folder) it might be able to give you more insight about what's going wrong. I think it's in SDK/xcomgame/logs but I might have the path not quite right.
  12. Yes, new bug since the June patch makes the new feature not work. Source: Firaxis.
  13. @Abeclancy there is a bug in the xcomgame loading that requires a hotfix from Firaxis to work. It prevents loading a custom cooked xcomgame package from a mod folder. As a workaround for testing locally you can copy the xcomgame.upk and size file into the game's cookedpcconsole folder (not the SDK folder, the game). Basically overwriting the base game version with yours. Back up the old one first! And doing so will obviously mean you can't run vanilla until you restore the original files, even if you untick your mod in the launcher.
  14. There is apparently a problem with source control integration in the editor since the patch. Try editing XComEditorUserSettings.ini to include: [SourceControl] Disabled=True That helped for me. EDIT: Original post said DefaultEditorUserSettings.ini, correct file is XComEditorUserSettings.ini. Both files exist but XCom is the one to change.
  15. Did you see my post a few responses back up? The loc should all happen long before it gets to flash. If that string isn't showing up localized when you `Log it the problem isn't on the flash side, it's in the regular unreal loc. Double check for typos in your loc file and make sure the entry is in a correctly named file.
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