-
Posts
31 -
Joined
-
Last visited
Everything posted by Shuma22
-
Help with abilities and alien gear and stuff and things
Shuma22 replied to Shuma22's topic in XCOM's XCOM 2
Ah you're a gentleman and a scholar, it works now, kinda. Right now only one unit in the radius gets stunned, i assume the one that triggers the detonation, and there's a redscreen error when it happens: http://puu.sh/s58sf/8f691d7849.jpg I guess it's pretty self explanatory, they take too long to go into their stunned animation and the game doesn't like that. They still go into their stun animation eventually though, but i guess this is what normally happens when you are playing where the game just gets stuck after certain actions for a little while? Also i figured that all aliens always deal at least 1 damage through armor, at least i think so? I spawned an enemy andromedon and some advent troopers and they always deal 1 damage through the andromedon's armor. So i guess my weapons dealing damage through armor is normal? Unless my mod broke something that is causing ALL aliens to deal damage through armor. If they always deal 1 damage through armor then i can't believe i never noticed. http://puu.sh/s58Aj/89e47b9d73.jpg Well now i just have to figure out how to make it so that every unit caught in the radius of the stun mine gets stunned and to make a couple more items(hopefully these will be easy) and then i can just keep working on the 3d assets and finish the mod. Edit: I got it working, now it works properly and stuns everything caught in the AoE. Here's the final code, just posting it here in case there's still something wrong with it: Proximity Stun Mine Ability: Redscreen error still shows up though, but doesn't seem to cause any problems aside from having to wait for units to go into their stunned animation. -
Help with abilities and alien gear and stuff and things
Shuma22 replied to Shuma22's topic in XCOM's XCOM 2
I do have those, i guess i should've posted them above too but i'll post them here: X2DownloadableContentInfo X2Effect_ProximityStunMine And XcomGameState_Effect_ProximityStunMine Like i said though, the mine does work like a mine, it lands, it stays there and it blows up when something within it's radius moves. The problem i have with the mine is that i don't know how to apply the stun effect after it blows up. If it's on the item it stuns when the mine lands, if it's on the ability it doesn't do anything. So i guess i need to put it in either the gamestate or the effect? But i don't know how. -
Help with abilities and alien gear and stuff and things
Shuma22 replied to Shuma22's topic in XCOM's XCOM 2
Well i made some progress, i'd be lying if i said i understood what it all meant but at least my proximity mines now blow up like proximity mines, i also made some progress on having my ability deal damage but i still have 2 problems. Problem 1: My new weapon and my new ability deal damage as they are supposed to, except when i hit something with armor it always deals 1 damage through their armor. Doesn't matter how much armor they have, it's always 1 damage. It does this even if it's the standard shot or the ability i made, and i'm not sure why it's happening. Also sometimes it will show in the enemy healthbar how much damage it will do, and sometimes it wont. http://puu.sh/s39pf/b16a886945.jpg Here's the code for the ability. The Weapon templates, the weapon in question is the "Hunter rifle" And the ini for the weapon stats And the second problem i have is that i don't know how to have the stun effect on my "Proximity Stun Mine" work, if i add it on the item template then it continues to work like it did before, the moment the mine lands it stuns(on that subject it doesn't always affect everyone in the radius of the mine), and if i put it in the ability it just doesn't do anything after the mine blows up. Maybe i'm doing something wrong when i add the "stunned effect" on the ability template but modbuddy doesn't seem to think anything is wrong. So i assume the stunned effect should also be mentioned or something in this gamestate thingy. But i know less than nothing about gamestates, to be honest i never would've figured that's how Proximity mines work. Just in case there's something wrong with my templates i'll post them here though, this is the item template for the proximity stun mine: And this is the ability template for the "Stun mine detonation" ability. Any help would be appreciated. If anything, i now know to not bite more than i can chew, i think if i ever make another alien mod in the future i'll just make something ridiculously simple. -
Help with abilities and alien gear and stuff and things
Shuma22 replied to Shuma22's topic in XCOM's XCOM 2
You're a hero, thank you. I'll post again when i figure it out or if i fail miserably. -
Help with abilities and alien gear and stuff and things
Shuma22 replied to Shuma22's topic in XCOM's XCOM 2
So i fixed the loadout thing and now it shows on the aliens, the problem is that now there's something wrong with it when i try to throw it, i can't actually throw the mine far away, if i move my cursor to change the location when i click "throw grenade" the aiming breaks. And if i just throw it the moment i click throw grenade before the aiming breaks, i get a redscreen error: http://puu.sh/rXaCh/a3cf28ca91.jpg Any ideas? Edit: Ok it's working now, it seems it was a problem because i still had it pointing to the default config file, and i guess the game doesn't like 2 items or abilities using the same configs, i made my own for my stun mine and now it works. There are some problems though, now when i throw the mine it blows instantly like a grenade, it doesn't stay there like a proximity mine. It does stun apparently, but i think it only stuns one target caught in the AoE, and there is no FX for the explosion, the mine just lands, the target gets stunned and then the mine disappears. -
So on today's business I'm trying to do 2 things related to abilities and items, i've looked at pretty much all the tutorials i have been able to find about abilities but i haven't managed to quite get things to work, the first is i'm trying to create a new weapon, nothing too fancy but right now it's supposed to be a rifle that marks targets when it hits them. At the moment it's mostly working, it's a new weapon with an ability that marks, consumes ammo and can miss, the problem is that at the moment it doesn't deal damage. What i've done is i have basically replaced the standard shot ability in the weapon with my ability, which is basically the Mark ability with some bits and pieces of code i copy pasted from the standard shot ability to get it to function like a normal shot. This is what i have right now, it's probably a mess there's a lot of commented lines i have there just for reference when i was trying to get it to work and probably some useless junk there, but this is it: // This is an Unreal Script //--------------------------------------------------------------------------------------- // Copyright (c) 2016 Firaxis Games, Inc. All rights reserved. //--------------------------------------------------------------------------------------- class X2Ability_HunterShot2 extends X2Ability config(GameData_AdventScoutAbility); var config int MARK_TARGET_LOCAL_COOLDOWN; var config int HUNTER_MARK_DAMAGE; var localized string TargetGettingMarkedFriendlyName; var localized string TargetGettingMarkedFriendlyDesc; static function array<X2DataTemplate> CreateTemplates() { local array<X2DataTemplate> Templates; Templates.AddItem(CreateHunterShot2()); return Templates; } static function X2DataTemplate CreateHunterShot2() { local X2AbilityTemplate Template; local X2AbilityCost_ActionPoints ActionPointCost; local X2Condition_UnitProperty UnitPropertyCondition; local X2Condition_Visibility TargetVisibilityCondition; local X2Condition_UnitEffects UnitEffectsCondition; local X2AbilityTarget_Single SingleTarget; local X2AbilityTrigger_PlayerInput InputTrigger; local X2Effect_Persistent MarkedEffect; local X2AbilityCooldown_LocalAndGlobal Cooldown; local X2AbilityCost_Ammo AmmoCost; //local X2Effect_ApplyWeaponDamage WeaponDamageEffect; //local X2Effect_ApplyWeaponDamage DamageEffect; `CREATE_X2ABILITY_TEMPLATE(Template, 'HunterShot2'); Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_advent_marktarget"; Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_AlwaysShow; Template.AbilitySourceName = 'eAbilitySource_Standard'; Template.Hostility = eHostility_Offensive; Cooldown = new class'X2AbilityCooldown_LocalAndGlobal'; Cooldown.iNumTurns = default.MARK_TARGET_LOCAL_COOLDOWN; Template.AbilityCooldown = Cooldown; //Action Point Cost ActionPointCost = new class'X2AbilityCost_ActionPoints'; ActionPointCost.iNumPoints = 1; ActionPointCost.bConsumeAllPoints = true; ActionPointCost.bFreeCost = false; Template.AbilityCosts.AddItem(ActionPointCost); //Ammo AmmoCost = new class'X2AbilityCost_Ammo'; AmmoCost.iAmmo = 1; Template.AbilityCosts.AddItem(AmmoCost); Template.bAllowAmmoEffects = true; // The shooter cannot be mind controlled UnitEffectsCondition = new class'X2Condition_UnitEffects'; UnitEffectsCondition.AddExcludeEffect(class'X2Effect_MindControl'.default.EffectName, 'AA_UnitIsMindControlled'); Template.AbilityShooterConditions.AddItem(UnitEffectsCondition); Template.AbilityShooterConditions.AddItem(default.LivingShooterProperty); // Target must be an enemy UnitPropertyCondition = new class'X2Condition_UnitProperty'; UnitPropertyCondition.ExcludeDead = true; UnitPropertyCondition.ExcludeFriendlyToSource = true; UnitPropertyCondition.RequireWithinRange = false; Template.AbilityTargetConditions.AddItem(UnitPropertyCondition); // Target must be visible and may use squad sight TargetVisibilityCondition = new class'X2Condition_Visibility'; TargetVisibilityCondition.bRequireGameplayVisible = true; TargetVisibilityCondition.bAllowSquadsight = true; Template.AbilityTargetConditions.AddItem(TargetVisibilityCondition); // Target cannot already be marked UnitEffectsCondition = new class'X2Condition_UnitEffects'; UnitEffectsCondition.AddExcludeEffect(class'X2StatusEffects'.default.MarkedName, 'AA_UnitIsMarked'); Template.AbilityTargetConditions.AddItem(UnitEffectsCondition); // 100% chance to hit //Template.AbilityToHitCalc = default.DeadEye; Template.AbilityToHitCalc = default.SimpleStandardAim; Template.AbilityToHitOwnerOnMissCalc = default.SimpleStandardAim; SingleTarget = new class'X2AbilityTarget_Single'; Template.AbilityTargetStyle = SingleTarget; InputTrigger = new class'X2AbilityTrigger_PlayerInput'; Template.AbilityTriggers.AddItem(InputTrigger); // Targeting Method Template.TargetingMethod = class'X2TargetingMethod_OverTheShoulder'; Template.bUsesFiringCamera = true; Template.CinescriptCameraType = "StandardGunFiring"; // Damage Effect Template.AddTargetEffect(default.WeaponUpgradeMissDamage); //Weapon Damage Effect //WeaponDamageEffect = new class'X2Effect_ApplyWeaponDamage'; //WeaponDamageEffect.bIgnoreBaseDamage = true; //DamageEffect.EffectDamageValue.DamageType = 'Projectile_MagAdvent'; //Template.AddTargetEffect(WeaponDamageEffect); //Template.BaseDamage = default.HUNTER_MARK_DAMAGE; //DamageEffect.EffectDamageValue = default.HUNTER_MARK_DAMAGE; //DamageEffect.DamageEffect = class'X2Item_AdventScout_Weapons'.default.ADVTROOPERM1_WPN_BASEDAMAGE; //DamageEffect = new class'X2Effect_ApplyWeaponDamage'; //DamageEffect.EnvironmentalDamageAmount = default.WRATH_CANNON_ENVIRONMENT_DAMAGE_AMOUNT; //DamageEffect.bExplosiveDamage = true; //Template.AddMultiTargetEffect(DamageEffect); //Template.AddMultiTargetEffect(new class'X2Effect_ApplyFireToWorld'); //PhysicalDamageEffect = new class'X2Effect_ApplyWeaponDamage'; //PhysicalDamageEffect.EffectDamageValue = class'X2Item_DefaultWeapons'.default.ANDROMEDONROBOT_MELEEATTACK_BASEDAMAGE; //PhysicalDamageEffect.EffectDamageValue.DamageType = 'Melee'; // This also deals environmental damage //PhysicalDamageEffect.EnvironmentalDamageAmount = default.BIG_DAMN_PUNCH_ENVIRONMENT_DAMAGE_AMOUNT; //Template.AddTargetEffect(PhysicalDamageEffect); // Create the Marked effect MarkedEffect = class'X2StatusEffects'.static.CreateMarkedEffect(2, false); //Template.AddTargetEffect(MarkedEffect); Template.AddTargetEffect(MarkedEffect); //BMU - changing to an immediate execution for evaluation //Template.CustomFireAnim = 'HL_SignalPoint'; Template.CustomFireAnim = 'FF_FireMag'; //Make it live //Template.BuildNewGameStateFn = TypicalAbility_BuildGameState; //Template.BuildInterruptGameStateFn = TypicalAbility_BuildInterruptGameState; //Template.BuildVisualizationFn = TargetGettingMarked_BuildVisualization; // MAKE IT LIVE! Template.BuildNewGameStateFn = TypicalAbility_BuildGameState; Template.BuildVisualizationFn = TypicalAbility_BuildVisualization; Template.BuildInterruptGameStateFn = TypicalAbility_BuildInterruptGameState; //Cinematic shot? //Template.CinescriptCameraType = "Mark_Target"; return Template; } Like i said, the ability mostly works, i just don't know how to get it to deal damage. The second thing i'm trying to do is create a "stun proximity mine" but i'm having 2 issues, the first one is that i cannot even get it to show for my aliens to use, and the second is that i don't really know how to add effects to something. The stun proximity mine code i have right now is just the proximity mine template but with a couple of lines added that i took from the EMP grenade, right now it looks like this: class X2Item_AdventScout_Grenade extends X2Item config(GameData_WeaponData); var config WeaponDamageValue PROXIMITYMINE_BASEDAMAGE; var config int PROXIMITYMINE_RANGE; var config int PROXIMITYMINE_RADIUS; static function array<X2DataTemplate> CreateTemplates() { local array<X2DataTemplate> Grenades; Grenades.AddItem(ProximityStunMine()); return Grenades; } static function X2GrenadeTemplate ProximityStunMine() { local X2GrenadeTemplate Template; local ArtifactCost Resources; local X2Effect_Stunned StunnedEffect; `CREATE_X2TEMPLATE(class'X2GrenadeTemplate', Template, 'ProximityStunMine'); Template.strImage = "img:///UILibrary_StrategyImages.X2InventoryIcons.Inv_Proximity_Mine"; Template.EquipSound = "StrategyUI_Grenade_Equip"; Template.AddAbilityIconOverride('ThrowGrenade', "img:///UILibrary_PerkIcons.UIPerk_grenade_proximitymine"); Template.AddAbilityIconOverride('LaunchGrenade', "img:///UILibrary_PerkIcons.UIPerk_grenade_proximitymine"); Template.iRange = default.PROXIMITYMINE_RANGE; Template.iRadius = default.PROXIMITYMINE_RADIUS; Template.iClipSize = 1; Template.BaseDamage = default.PROXIMITYMINE_BASEDAMAGE; Template.iSoundRange = 10; Template.iEnvironmentDamage = 20; Template.DamageTypeTemplateName = 'Explosion'; Template.Tier = 2; Template.Abilities.AddItem('ThrowGrenade'); Template.Abilities.AddItem(class'X2Ability_Grenades'.default.ProximityMineDetonationAbilityName); Template.Abilities.AddItem('GrenadeFuse'); StunnedEffect = class'X2StatusEffects'.static.CreateStunnedStatusEffect(2, 33); //StunnedEffect.SetDisplayInfo(ePerkBuff_Penalty, class'X2StatusEffects'.default.RoboticStunnedFriendlyName, class'X2StatusEffects'.default.RoboticStunnedFriendlyDesc, "img:///UILibrary_PerkIcons.UIPerk_stun"); //StunnedEffect.TargetConditions.AddItem(UnitCondition); Template.ThrownGrenadeEffects.AddItem(StunnedEffect); Template.bOverrideConcealmentRule = true; // override the normal behavior for the throw or launch grenade ability Template.OverrideConcealmentRule = eConceal_Always; // always stay concealed when throwing or launching a proximity mine Template.GameArchetype = "WP_Proximity_Mine.WP_Proximity_Mine"; Template.iPhysicsImpulse = 10; Template.CanBeBuilt = true; Template.TradingPostValue = 25; // Requirements Template.Requirements.RequiredTechs.AddItem('AutopsyAndromedon'); // Cost Resources.ItemTemplateName = 'Supplies'; Resources.Quantity = 100; Template.Cost.ResourceCosts.AddItem(Resources); Template.SetUIStatMarkup(class'XLocalizedData'.default.RangeLabel, , default.PROXIMITYMINE_RANGE); Template.SetUIStatMarkup(class'XLocalizedData'.default.RadiusLabel, , default.PROXIMITYMINE_RADIUS); Template.SetUIStatMarkup(class'XLocalizedData'.default.ShredLabel, , default.PROXIMITYMINE_BASEDAMAGE.Shred); return Template; } defaultproperties { bShouldCreateDifficultyVariants = true } Another problem i have is that i don't know if i even have the correct effect, i basically took the stunned effect from the EMP grenade and removed the lines that seemed to reference robots and the solution builds, the problem i have is that i can't even test it because it doesn't let me use it on my aliens, it doesn't show up at all. I have it on their config file like this and the other items show up fine: ;A configuration File [XComGame.X2ItemTemplateManager] +Loadouts=(LoadoutName="AdventScout_Loadout", Items[0]=(Item="AdventScout_SMG")) ;Captain +Loadouts=(LoadoutName="AdventScoutCaptain_Loadout", Items[0]=(Item="AdventHunter_Rifle")) +Loadouts=(LoadoutName="AdventScoutCaptain_Loadout", Items[0]=(Item="ProximityStunMine")) It's just the Proximity stun mine that doesn't. So basically, as usual, i have no idea what i'm doing.
-
Making a new alien - Movement animations problems
Shuma22 replied to morbid_angel's topic in XCOM's XCOM 2
In case you still have that problem, i seem to have run into the same problem and i think i fixed it, i posted about it in this thread: https://forums.nexusmods.com/index.php?/topic/4957725-redscreen-error-character-root-not-overriden/ -
Yeah it does, i fixed it. I tracked down the problem to the main advent scout model by replacing first the AI with the one from the normal trooper, then replacing the weapon with the normal advent rifle, then removing the physics assets from the model, so that left only the model. Then i realized that when i reimported to the model after fixing some issues, i kept and imported the "advent stun lancer group"(When you import an Xcom2 model to your 3d modeling tool of choice, at least in 3dsmax's case, they come in a group, and it's a bad idea to keep this group object thing around), so i just removed that, reimported the model, saved the package and so on and now everything is working just nicely.
-
Well i have a new problem now, i had everything working nicely and i decided to fix some asset issues before moving on, so i re-rigged some pieces here and there, saved my packages, put them in, built the solution and so on. And now when i test it out. http://puu.sh/rPx8r/b57dd26043.jpg They run in place, then that redscreen error pops up and they instantly teleport to where they were going, and then they shoot or overwatch or do whatever it is that they would normally do. I don't understand what could be causing this, the animations, physics and everything also seem to be working just fine.
-
Well i kinda fixed it, but broke something else instead, i added this line to my character template: CharTemplate.strBehaviorTree = "AdventScoutRoot"; And that got rid of the redscreen error, unfortunately now when the alien turn happens, my aliens just stand around after they run for cover, they don't move, they don't shoot, they just sit there. So maybe now it's just a problem with the AI, i guess? Edit: I changed my AI.ini file because i figured maybe those grenade nodes were the culcript, but the AI still doesn't do anything. [XComGame.X2AIBTBehaviorTree] +Behaviors=(BehaviorName="AdventScoutRoot", NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=AdventScout_RedAlert, Child[3]=GenericAlertHandler) +Behaviors=(BehaviorName=AdventScout_RedAlert, NodeType=Sequence, Child[0]=IsRedAlert, Child[1]=AdventScout_RedAbilitySelector) +Behaviors=(BehaviorName=AdventScout_RedAbilitySelector, NodeType=Selector, Child[0]=MimicBeaconBehavior, Child[1]=AdventScoutRedFirstAction, Child[2]=AdventScoutRedLastAction) +Behaviors=(BehaviorName=AdventScoutRedFirstAction, NodeType=Sequence, Child[0]=NotLastActionPoint, Child[1]=AdventScoutRedFirstActionSelector) +Behaviors=(BehaviorName=AdventScoutRedFirstActionSelector, NodeType=Selector, \\ Child[0]=DoIfFlankedMove, \\ Child[1]=SelectMove_JobOrAggressive, \\ ;Child[2]=TryMoveThenGrenade, \\ Child[2]=TryShootOrReloadOrOverwatch, \\ Child[3]=HuntEnemyWithCover) \\ +Behaviors=(BehaviorName=AdventScoutRedLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=AdventScoutRedLastActionSelector) +Behaviors=(BehaviorName=AdventScoutRedLastActionSelector, NodeType=Selector, \\ ;Child[0]=TryGrenade, \\ Child[0]=TryShootOrReloadOrOverwatch, \\ Child[1]=HuntEnemyWithCover, \\ Child[2]=SelectMove_JobOrAggressive) \\ That's what it looks like now. Edit: Well i fixed it now, i must have messed something up when i tried to copy how it was formatted in those mods, because this time i just copy pasted the trooper lines again and just renamed the things in the things. [XComGame.X2AIBTBehaviorTree] +Behaviors=(BehaviorName="AdventScoutRoot", NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=AdventScout_RedAlert, Child[3]=GenericAlertHandler) +Behaviors=(BehaviorName=AdventScout_RedAlert, NodeType=Sequence, Child[0]=IsRedAlert, Child[1]=AdventScout_RedAbilitySelector) +Behaviors=(BehaviorName=AdventScout_RedAbilitySelector, NodeType=Selector, Child[0]=MimicBeaconBehavior, Child[1]=AdventScoutRedFirstAction, Child[2]=AdventScoutRedLastAction) +Behaviors=(BehaviorName=AdventScoutRedFirstAction, NodeType=Sequence, Child[0]=NotLastActionPoint, Child[1]=AdventScoutRedFirstActionSelector) +Behaviors=(BehaviorName=AdventScoutRedFirstActionSelector, NodeType=Selector, Child[0]=DoIfFlankedMove, Child[1]=SelectMove_JobOrAggressive, Child[2]=TryMoveThenGrenade, Child[3]=TryShootOrReloadOrOverwatch, Child[4]=HuntEnemyWithCover) +Behaviors=(BehaviorName=AdventScoutRedLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=AdventScoutRedLastActionSelector) +Behaviors=(BehaviorName=AdventScoutRedLastActionSelector, NodeType=Selector, Child[0]=TryGrenade, Child[1]=TryShootOrReloadOrOverwatch, Child[2]=HuntEnemyWithCover, Child[3]=SelectMove_JobOrAggressive) And now it works.
-
Derr i'm an idiot, i fixed the linking thing(i think). But the red screen is still there, and when i try to change this part +Behaviors=(BehaviorName="AdventScoutRoot" To +Behaviors=(BehaviorName="AdventScout::CharacterRoot" The solution fails building, doesn't give me an error, it just gives me the generic windows error saying Xcom2 has stopped working, modbuddy doesn't crash or anything. http://puu.sh/rOYXi/6e0ad57fa9.png Afterwards the only thing that changes is that it says build failed on the output box. But i'm not sure if that's right, the AI files i have here for the Long War Alien pack and the Advent Sniper just have it was [unitName]Root, instead of having it like the vanilla aliens. Here's part of the Advent Sniper AI file as an example: +Behaviors=(BehaviorName=AdventSniperRoot, NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=AdventSniper_RedAlert, Child[3]=GenericAlertHandler) And one from the Muton Centurion +Behaviors=(BehaviorName="MutonM2_LWRoot", NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=MutonM2_LWRedAlert, Child[3]=GenericAlertHandler) In any case this is the AI.ini i have now: [XComGame.X2AIBTBehaviorTree] +Behaviors=(BehaviorName="AdventScoutRoot", NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=AdventScout_RedAlert, Child[3]=GenericAlertHandler) +Behaviors=(BehaviorName=AdventScout_RedAlert, NodeType=Sequence, Child[0]=IsRedAlert, Child[1]=AdventScout_RedAbilitySelector) +Behaviors=(BehaviorName=AdventScout_RedAbilitySelector, NodeType=Selector, Child[0]=MimicBeaconBehavior, Child[1]=AdventScoutRedFirstAction, Child[2]=AdventScoutRedLastAction) +Behaviors=(BehaviorName=AdventScoutRedFirstAction, NodeType=Sequence, Child[0]=NotLastActionPoint, Child[1]=AdventScoutRedFirstActionSelector) +Behaviors=(BehaviorName=AdventScoutRedFirstActionSelector, NodeType=Selector, \\ Child[0]=DoIfFlankedMove, \\ Child[1]=SelectMove_JobOrAggressive, \\ Child[2]=TryMoveThenGrenade, \\ Child[3]=TryShootOrReloadOrOverwatch, \\ Child[4]=HuntEnemyWithCover) \\ +Behaviors=(BehaviorName=AdventScoutRedLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=AdventScoutRedLastActionSelector) +Behaviors=(BehaviorName=AdventScoutRedLastActionSelector, NodeType=Selector, \\ Child[0]=TryGrenade, \\ Child[1]=TryShootOrReloadOrOverwatch, \\ Child[2]=HuntEnemyWithCover, \\ Child[3]=SelectMove_JobOrAggressive) \\ Edit: Actually since i have no idea what i'm doing, i'll post my AdventScout.uc here too in case there's something wrong with it that i didn't see:
-
I'm working on an Alien mod at the moment and i really have no idea what i'm doing, but i think most things are working properly. However there is this redscreen error that pops up whenever it's the alien's turn. http://puu.sh/rOkys/55ef805739.jpg I believe it might have something to do with the AI, like i mentioned before i have no idea what i'm doing, what i tried to do is to look at the AI.ini from another mod that adds Aliens(in this case Farkyrie's Advent Sniper and the Long War Alien Pack) and then using that copy pasted what i believe to be the appropriate files from the Advent trooper, this is my XcomAI.ini : [XComGame.X2AIBTBehaviorTree] +Behaviors=(BehaviorName="AdventScoutRoot", NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=AdvTrooper_RedAlert, Child[3]=GenericAlertHandler) +Behaviors=(BehaviorName=AdventScout_RedAlert, NodeType=Sequence, Child[0]=IsRedAlert, Child[1]=AdvTrooper_RedAbilitySelector) +Behaviors=(BehaviorName=AdventScout_RedAbilitySelector, NodeType=Selector, Child[0]=MimicBeaconBehavior, Child[1]=AdventRedFirstAction, Child[2]=AdventRedLastAction) +Behaviors=(BehaviorName=AdventScoutRedFirstAction, NodeType=Sequence, Child[0]=NotLastActionPoint, Child[1]=AdventRedFirstActionSelector) +Behaviors=(BehaviorName=AdventScoutRedFirstActionSelector, NodeType=Selector, \\ Child[0]=DoIfFlankedMove, \\ Child[1]=SelectMove_JobOrAggressive, \\ Child[2]=TryMoveThenGrenade, \\ Child[3]=TryShootOrReloadOrOverwatch, \\ Child[4]=HuntEnemyWithCover) \\ +Behaviors=(BehaviorName=AdventScoutRedLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=AdventRedLastActionSelector) +Behaviors=(BehaviorName=AdventScoutRedLastActionSelector, NodeType=Selector, \\ Child[0]=TryGrenade, \\ Child[1]=TryShootOrReloadOrOverwatch, \\ Child[2]=HuntEnemyWithCover, \\ Child[3]=SelectMove_JobOrAggressive) \\ The aliens seem to move around and act just like the Advent Troopers so maybe the redscreen error doesn't mean anything, but i just want to make sure, any ideas?
-
Alrighty thank you.
-
I must be doing something wrong because i can't get it to work. Right now my XComReticleMod.ini is set like this: [ReticleMod.RM_UITargetingReticle] +WeaponOverrides=(Nm="AssaultRifle_MercPlasma", Ret=4) +WeaponOverrides=(Nm="Pistol_MercPlasma", Ret=4) +WeaponOverrides=(Nm="Shotgun_MercPlasma", Ret=4) +WeaponOverrides=(Nm="Cannon_MercPlasma", Ret=4) +WeaponOverrides=(Nm="Sniper_MercPlasma", Ret=4) +WeaponOverrides=(Nm="Sword_MercPlasma", Ret=3) +WeaponOverrides=(Nm="SparkGun_MercPlasma", Ret=4) +WeaponOverrides=(Nm="SMG_MercPlasma", Ret=4)Those being the names of my weapon templates, also i tried adding this line back: +WeaponOverrides=(Nm="Cannon_CV", Ret=3)But it didn't change the reticle of the conventional cannon, is there anything else i need to add to the .ini?
-
That's awesome, thank you.
-
Alright thanks, i'll implement this in my mod and give you full credit, unless you prefer i just point people to your mod that's fine too.
-
But is it possible to do this just for specific weapons? Or would it be a global change? Edit: Oh wow, well that was fast. Thank you, i'll take a look.
-
Well i had another problem after the editor one, i don't know if it's related(probably not) but just in case. When trying to update my mod it wouldn't update and at first i figured there must have been something wrong with my script files or something so i spent hours trying to figure it out, then i thought maybe modbuddy wasn't actually building or updating the mod or whatever but all the scripts and .upks and everything were where they should be. So i figured it must have been a problem on my end, with the new weapon i was trying to add. So, hours later i figured i would intentionally break something from the weapons i had already made to see if that would show when i launched the mod, but it didn't, the weapon was there all fine and dandy as if nothing was broken. So i remembered someone having a similar problem on reddit but i couldn't find the thread, eventually i figured that maybe it was a problem with the mod launcher, so i tried the alternative mod launcher(which i suppose is what i should always do) and it was there that i noticed the problem, i had subscribed to my own mod to make sure that when i update it updates accordingly because i don't trust the steam workshop. And apparently for some reason, now after the patch that's a very bad thing to do. The alternative mod launcher said that both mods, the one downloaded through the workshop and the one i was working on, were the same size, which was wrong. So, for some reason even though i was telling the launcher to load only the one i hadn't installed through the workshop, it was only loading the one i downloaded through the workshop. So, i deleted both, debugged through modbuddy again and voila, it worked. tl;dr: Mod refused to update, turned out mod launcher refused to load the mod i had built and debugged and instead launched the one i downloaded through the workshop, fixed it by deleting both mods and debugging again.
-
Good luck man.
-
Had the same problem, so i'm just here to say thanks to TrackTwo for figuring it out, been stuck since the DLC came out without being able to do anything. Also i'm on Windows 7 so i'm not sure if Windows 10 has something to do with it, unless it was just a coincidence that i had the same problem despite being on a different OS. Also weirdly enough the Editor launched just fine for me when the DLC came out, i remember launching it to make sure the SPARK assets couldn't be accessed. I think i'm going to blame Steam, because i think my problem might have started after i read that debugging didn't work if you launched modbuddy through Steam, i tried to debug my mod just to check and it didn't work, so i verified integrity of tool cache, which downloaded a bunch of config files.
-
Oh my god it worked, thank you. I was about to post it didn't work but apparently i'm an idiot who can't read since i was editing the wrong .ini file. My mod package is also showing and it opens up just fine, but i don't remember how mod packages are set up at the start since i made a specific folder for my mod packages, i made a "new packages" folder under packages and that's where i keep my mods, like this: "XCOM 2 SDK\XcomGame\Content\XCOM_2\Packages\NewPackages"
-
That's appreciaed, i honestly dread having to do it since my internet isn't particularly fast. It would probably take at least a couple of days to redownload the entire sdk. Meanwhile i've been Googling around and it seems this problem also happened to a mod or something called RenegadeX, i looked around their forums but the one thing they said fixed the issue, didn't fix it for me, which was this: It seems that happens a lot with windows 8 so it might also apply to windows 10 for you guys. In my case i never even got the dialogue about the file being blocked to begin with, but i fiddled around with it and it just didn't do anything, i removed it and had steam redownload it by verifying the tool cache, fiddled around with the security settings or whatever in it, didn't do a thing. i saw someone else say this: So assuming the location for us is "XCOM 2 SDK\XcomGame\Content", i went ahead and moved them out of there and launched the editor again, now it compiled one of the caches again(i guess), only one the one called "GlobalShaderCache-PC-D3D-SM4" and when i wasn't looking it failed to launch again, so i assumed it did nothing but i tried to launch it again and now it's compiling more shaders, so i'll let you know if it does anything. This didn't work with the guy on that RenegadeX mod though, so i don't have many expectations. Here's a link to the threads i read on the subject: https://renegade-x.com/news.php?id=74859 http://renegade-x.com/forums/viewtopic.php?f=136&t=74919 Next thing on my to-do list is removing the EditorLandscapeResources.upk under "XCOM 2 SDK\Engine\Content" which apparently references the foliage brush in question and have steam replace it by verifying the tool cache, and then after that i think i'll be completely out of ideas. Edit: Well that did nothing, the editor never finishes recompiling or whatever, so i just removed all the shader cashes and the .upk i mentioned, and verified tool cache and it didn't solve anything. It still just crashes at foliage.
-
So today i tried to fix it again, i went through config files and i commented out any lines that referenced to brushes or foliage. But the result was what you would expect, it just didn't launch anyway, in fact, it just disappeared before it even got to the foliagebrush part. Tried to verify tools cache too but there's no change there, just finds a bunch of files to replace and the editor still fails to load. At this point i can't even think of anything else that i can try.
-
I'm running windows 7.
-
That's interesting, i had that problem before, the "error V:0000065432" thing when trying to debug. But, when i had that error i could still open the Xcom2 Editor, and to fix the error i verified the integrity of both the tool cache and the game cache, and for some reason the game downloaded like 40gb of files. That fixed the debugging problem, i debugged my mod and it worked fine, but i couldn't launch the Editor since then. Now however, i tried to debug again before posting just to make sure it still worked, and it doesn't, i'm getting the "error V:0000065432" error again. I verified game cache again, and it told me 1 file failed to validate, which was the "defaultmodoptions" config in XCOM 2\XComGame\Config. But alas, i still get the error now. Edit: That said, you can still launch the debugger if you run modbuddy outside of Steam, the editor is just borked. Edit2: I ran verify tool cache again, this time it found 50+ missing files. 39 config files(went up by 1 for some reason), and 15 script files. Editor still broken, debugging after launching through steam is still also broken. So, that did nothing and i'm out of ideas.