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Albeoris

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  1. \Documents\My Games\XCOM2\XComGame\Logs
  2. Also I am try to handle Hide call but no one has hidden a my window.! O.o simulated function Show() { `log("Showing..."); super.Show(); `log("Shown!"); } event Destroyed() { `log("Destroyed"); super.Destroyed(); } simulated function Hide() { `log("Hiding..."); super.Hide(); `log("Hidden!"); } [0031.28] ScriptLog: Showing... // <<<<<<<<<<<<<<<< [0031.28] ScriptLog: Shown! // <<<<<<<<<<<<<<<< [0031.81] Log: --- LOADING MOVIE START --- [0032.25] Log: Movie Started Event: CIN_TP_Intro [0032.48] Log: ###### OnlineEventMgr waited 0.00 seconds for saves to complete [0032.48] Log: LoadMap: Avenger_Root?Name=Player?Team=255?game=XComGame.XComHeadQuartersGame [0032.64] Log: [0032.72] Warning: Warning, Using a non-qualified name (would have) found: SwfMovie gfxStrategyComponents.gfxStrategyComponents.StrategyComponents [0033.00] Log: Missing cached shader map for material OverWorld_Terrain_Master, compiling. [0033.00] Warning: Redscreen: Compiling OverWorld_Terrain_Master at run-time, please ensure this is part of the cooking process [0033.29] Log: Game class is 'XComHeadquartersGame' [0033.36] Log: Bringing World Avenger_Root.TheWorld up for play (0) at 2016.02.13-17.53.25 [0033.37] Log: Bringing up level for play took: 0.076904 [0033.39] Log: ########### Finished loading level: 0.912885 seconds // Has no message about hiding anything. O.O
  3. Hi, Amineri, one more question: How to show any dialog on InstallNewCampaign? I try to do that: local XComPresentationLayerBase presentationLayer; local Albeoris_RichHeritage_SelectFacilitiesDialog selectFacilitiesDialog; presentationLayer = XComPlayerController(class'UIInteraction'.static.GetLocalPlayer(0).Actor).Pres; selectFacilitiesDialog = presentationLayer.Spawn(class'Albeoris_RichHeritage_SelectFacilitiesDialog', presentationLayer); presentationLayer.ScreenStack.Push(selectFacilitiesDialog); It displayd but instantly disappeared because into movie was played. How can I avoid this? P.S. I do not want to override any default functions, so as not to break compatibility with other mods.
  4. Hey, people who have tried, but that did not work, share your error log! I can not read your thoughts! -_-
  5. Well... Can someone share the log with loading errors?
  6. No one. If you receive this error, then there is the path to the report file. Share it. Also you can try to build an extension youself. Most likely, it did not find some assembly, as drags a lot of junk.
  7. 1) No one. 2) Good. 3) And... nothing? --- 1) Hm... Can you try turn off and run ModBuddy again? :smile: 2) When you place a new files are you replace an original extension.vsixmanifest? 3) Are sure you back up an orignal Application to the different location, not in the Extensions folder? --- When you start ModBuddy, you must see "Parsing file" at the status bar. It's exists? http://i.imgur.com/0sM0GL6.png Also folder \steamapps\common\XCOM 2 SDK\Development\SrcOrig is exists?
  8. Notepad++ But it does not matter. Just icon. 1) Are you don't specify a match for the extension .uc in TextEditor->File extension?2) Can you delete (while ModBuddy is open) \XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application\UnrealScriptPackage1_0.dll ? If you can it's not used as extension.3) Can you press Ctrl+Space after dot? Not working? 4) Can you see any popups in the your file or not?
  9. Works fine for me: http://i.imgur.com/upcMhkG.png Hhhhhmmmmmmmmmm! Stop! Are you set up SDK Path? http://i.imgur.com/hk589m3.png
  10. Hm? Are you change files in the mod directory or in the XComGame folder? Can you tell me what are you doing? Step-by-step.
  11. Workaround: Ctrl+A, Ctrl+X, Ctrl+V, Ctrl+S It looks like a bug. If the line has not been fully updated, the old classified is stored. Update: Type: UnrealScriptSource Method: private bool FullParser(IVsTextLines textLines) It is parse lines and raise updates. It is working on format but not always when editing. I do not know why - very dirty code. -_-
  12. Unfortunately I have not figured out how to do this, and will be quite happy when someone figures it out ^_^ I was able to import a third-party extensions: http://forums.nexusmods.com/index.php?/topic/3774940-mod-buddy-intellisense-scripts/?p=34395000 It's awful, but it works. (=
  13. Hello ladies and gentlemen, I was able to import a third-party extensions to ModBuddy. http://i.imgur.com/pKz7Uec.png?1 0) Set SDK Path: Settings->XCOM2->General->XCOM 2 User Path 1) Close ModBuddy. 2) Do back up of "..\steamapps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application" to the different location! 3) Download a new extension: https://yadi.sk/d/N0ww-ifioaaHi 4) Unpack it to "..\steamapps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application" and replace original files. 5) Run ModBuddy. Limitation: Classes that are not in SrcOrig, will not be recognized automatically. They need to describe manualy. For example, `log and `XCOMHISTORY About: I get started with this article. And used extension from this IDE (2012 alpha), parser and scaner generators. Sources: https://yadi.sk/d/0cpJh9bFoabTV Guys, I've never written VS-extensions. I've never written language services. The original extension was not written very nicely, and linked to the UDK. I apologize for the trash in the production package and sources, but I do not have time to bring it to the divine form. If you have the time to fix it please get sources, create a project on GitHub and make it beautiful. (: Also I would like to apologize to the 2K-developers. They wrote a very clean and beautiful extension. The only pity is that without the support CodeSense. )= If you have questions try to ask иut I cannot promise I can answer.
  14. That selection behaviour seems specific to ModBuddy, it's quite annoying as I'm used to ctrl+shift+left/right to select by word and instead that selects to start or end of line. It's not consistent with the defaults that come with VS2013 or VS2015 Community edition. Not sure if it is possible to load the extension that ModBuddy uses to customise the VS Isolated Shell into a proper install of VS, but it would be useful. I was found solution for LUA: http://forums.civfanatics.com/showthread.php?t=391034 We need the same for Unreal Script.
  15. Hi again, can you share your experience: are there any ways to turn on "Intellisense" for *.uc scripts in the Mod Buddy or load it the Unreal Engine? I mean autocompletion and a list of available types and functions? Thanks for your attention!
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