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TerribleName

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  1. In Long War you can put aim bonuses and penalties on armor through their BalanceMods_Classic iAim entry, but the bonus doesn't show up in the soldier shot summary UI panel. The chance to hit is calculated correctly though. Anyone have any research in how to add UI labels in XGAbility_Targeted.GetShotSummary for armor aim? The existing loop checks for everything in inventory, but armor isn't stored in inventory like other items. I need to know how to check the armor inventory and maybe even get the string name for the armor. Any help out there?
  2. I found the meld arrows intrusive so I went back and took those out of my own mod. I really just wanted the big countdown panels because I feel they add to the tension of a mission.
  3. Then something else in the changes made since the original EW LW release has permanently broken the meld UI, because putting the break statement back was the first thing I did, but the big meld panels still won't turn back on. No idea why. I was hoping maybe it was because those UI elements were repurposed or commented out somewhere else I hadn't thought to look and you had the design notes documenting it. Oh well. Edit: Do you know what changes were made in UICollection_Tactical_SF.upk? I assume thats the file that actually holds all of the panel elements and it gets overwritten when installing Long War, starting in B10. I don't know how to deal with SF files so I'm at a loss for how to poke around inside them.
  4. I've been searching for awhile now for how Long War inhibits the UI panels from showing up on meld containers. I know it was initially changed to permit 3 canisters per mission to spawn, but I'm fine with limiting it to 2. Every call to meld timers that I can find looks intact (moved the break in UISpecialMissionHUD.Init back to after the calls, literally replaced the entire XGBattle_SP.InitMeldContainers with vanilla code, commented out meld mutators, compared every other function I can find). Did LW make changes outside of XComGame.upk to the meld UI?
  5. I've been trying to make SHIVs better mission support platforms by letting them equip a wider range of items. One snag I hit is that SHIVs never seem to gain charges of any item they equip. I've been through the code and I think I found the issue. XComGame.XGLoadoutMgr.ConvertTInventoryToTankLoadout only pulls in one item, Loadout.Items[3] = kInventory.arrLargeItems[0]; What you put in the tank's small items inventory only affects its perks, it doesn't seem to actually take any of those items into battle, and therefore can't get charges for them. A: Is this right? I looked through your posts and found that at one point you were trying to work on SHIV grenades, but never reported on the success or failure. I can't find anywhere else the chain of barracks equip -> tactical charges is broken, have I found the right place? B: Is this fixable? Could I just add a (iType == 3) conditional alongside the iType ==2 one in LoadoutMgr.ApplyInventory and let SHIVs use the regular soldier inventory manager? C: Will items like medikits, arc throwers and grenades work with SHIVs, or are there unmanageble animation issues? D: Same question, but for MEC items like restorative mist and electropulse generator. I'm aware of the massive work involved in unlocking those from MECs, since virtually every call checks for iType==2 and iClass==2. It might be worth it though *if* the SHIV can actually fire the abilities in question. I'm hoping someone at least done some research on this and has some notes handy. I can read code, but don't know *how* to actually code in unreal so actually *doing* anything is a daunting proposition for me. If its at least possible (animation wise at least) I'd invest the effort into actually doing it.
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