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Beknatok

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Everything posted by Beknatok

  1. http://forums.nexusmods.com/index.php?/topic/809271-i-think-ive-got-free-aim-mostly-working/ Check out the above thread. Another member was messing with this the other day. Maybe touch base with him and you two can consolidate your findings.
  2. I'm happy to say that as of today, you're wrong about that. We've already had access to the internal game scripts - I have a separate thread about that. And Daemonjax finally figured out how we can override them with our own (see the First Steps thread). So your next steps would involve studying the class & perk code, and rewriting it to suit your vision. You would also need to modify the UI files, such that you could display and show all perks instead of just the ones associated with each class. Anything is possible now... it'll just take a lot of work.
  3. Ahh, nothing like waking up to fantastic news! Thanks for all of your hard work man... am at home sick today, so I'll actually have time to give it a run, and try some script tweaks out.
  4. Sorry, misread your question.
  5. "We'd better get back, 'cause it'll be dark soon, and they mostly come at night... mostly."
  6. *thumbs up* Looking forward to hearing your findings on the matter!
  7. Your hunch is correct... there's a few settings, SightRadius being one of them, that is known to cause game crashing issues. I think Mobility is another such setting.
  8. 1. Yes, change the Damage value of the weapon. See the DefaultGameCore.ini & First Steps thread for more details. 2. Not yet. We can access the game scripts & decipher the mechanic, but currently have no way to override/inject a replacement mechanic.
  9. Depends on the change. For example, if you change the soldier template, that change will only be reflected in new recruits. If you change armor or weapon settings, that change will take place immediately.
  10. I have absolutely no interest in debating the pros and cons of the current game mechanics with you. Hence my statement of "Regardless of our differences, you can choose to play by your rules and I can choose to play by mine." I'm respecting your opinion and leaving it alone. I'm here to talk about the "how." I don't care about the "why." In the remainder of my response, I attempt to address the "how can it be done" knowing what we know at this time. And you are unclear on what your desired soldier mechanic would be. Removal of classes entirely? How would you implement perks, if at all? Can you please communicate your vision & goals more clearly?
  11. Use Decompress with the -lzo flag. There'll be an "unpacked" folder with a "new" upk inside. Open that new upk with UE Explorer.
  12. Not until we can recompress/recook or inject custom UPKs.
  13. I happen to disagree with your opinion. But that's the beauty of mods. Regardless of our differences, you can choose to play by your rules and I can choose to play by mine. :) That being said, there's already some effort to allow all troops to use all weapons. But there are some hardcoded restrictions, specifically involving the Heavy class, that requires an additional attribute to be added to a given weapon. There's already an ongoing thread about this, so please go check that out if you have not already. Removing the classes entirely brings two question/consequences. What do you do with the perks? Allow all soldiers access to all perks? That would require a non-trivial UI change. Additionally from what I've seen so far in the UnrealScript files, you will most likely have to rewrite portions of the combat engine, since I believe different classes/perks are handled in different ways. Unfortunately, none of this is even possible until we can figure out how to either recook existing UPKs or inject/override existing UPKs.
  14. Sorry, I misunderstood your question. AFAIK, the only way to chane the 20/40 is to modify the base game script itself. There's an entire thread about analysis of the game scripts, and DaemonJax is working on R&D to overcome our biggest obstacle.
  15. You're best off finding your own answer to that question. To do so, go to the "Analyzing Game Scripts" thread and follow the instructions to gain access to the game scripts. From that point, you'll have to do your own digging to try and find the appropriate game Classes that involve combat & cover. Once that's done, look for references to the SW_COVER_INCREASE variable. Once you've found the applicable scripts, feel free to report your findings here. If you need help deciphering, post up as well.
  16. From my research into the game scripts, I'm fairly certain that everyone is loaded when the map loads.
  17. There are most definitely other UPKs that have "base engine" information. Look under Dependencies for hints as to what they might be called, then you'll have to dig around the file system to try and locate the UPKs.
  18. That is correct. The proof is in the algorithm, which can be found in another upk. My point is I am uncertain how the unreal engine handles divide by 0. If it handles it gracefully, then good for you. But if not, then it could give you unusual results. So you said you experimented... did 0 actually work for you or not?
  19. The ini settings are only referenced when "new" soldiers are generated. Once soldiers are generated, then they "exist" as separate entities within your save game file. Think of the .ini settings like a cookie cutter... your existing soldiers were already cut with the previous cookie cutter/settings.
  20. Has anyone actually determined what is the exact process flow, when the game is started up? Ex: Consume all Engine\Config\*.ini files Consume all XComGame\Config\*.ini files Consume all DLC\Config\*.ini files I would suspect that from studying the Unreal Engine, we should be able to get an answer to that. Once we've determined that, then we can find an appropriate "step" to intercede and inject our own "mods." Arguably, DLC could be considered a "mod." Perhaps piggybacking on the load DLC step, would give us the in that we need to inject our own code. Thoughts?
  21. I agree with both of you. However, the OP/subject of this thread is asking about modifying RAND() itself. Hence my focused answer.
  22. Looking at the raw game scripts, references to Rand() are all over the place. I'm willing to speculate that if anyone is going to be successful in accomplishing the goal of rewriting RAND(), you'll need to get into the "Core" engine... possibly the core Unreal engine (vs what the devs built to extend it). I believe this, because RAND() is shown as a dependency of the other UPK scripts (as expected), labelled with a "Core" reference. http://forums.nexusmods.com/index.php?/topic/809355-beyond-defaultgamecoreini-analyzing-the-game-scripts/
  23. All the maps are preconstructed. I'm not sure how the game handles pre-round damage. I don't know if it randomly blows stuff up at the start or if it loads up a preconstructed "damaged" map. Inside XComGame.upk, there's a series of XcomSpawnPoint* and XComMap* classes. I haven't fully deciphered them yet. I've started a new thread to try and focus discussion about the game scripts here: http://forums.nexusmods.com/index.php?/topic/809355-beyond-defaultgamecoreini-analyzing-the-game-scripts/
  24. Be warned, a setting of 0 may not work, depending on how the Unreal Engine handles divide by zero errors. If nothing else, it is safer to use 1 or turn on the hasPsiGift property in the base character/soldier template.
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