-
Posts
4 -
Joined
-
Last visited
Nexus Mods Profile
About kagato1980
kagato1980's Achievements
Newbie (1/14)
0
Reputation
-
`log("test") will be outputted as ScriptLog: test in the window that opens when executing "<path>\Launcher\ModLauncherWPF.exe" -noRedScreens -review -allowconsole -log". Just ctrl+a in the opened window, copy paste the log at any time to a texteditor and search for 'scriptlog'.
-
Ok, I solved it myself with a other approach; just overriding the config values in the function that sets up the templates: class DefaultUpgradesItem extends X2Item_DefaultUpgrades; static function array<X2DataTemplate> CreateTemplates() { local array<X2DataTemplate> Items; //Override config values default.CRIT_UPGRADE_BSC=10; default.CRIT_UPGRADE_ADV=20; default.CRIT_UPGRADE_SUP=30; default.FREE_FIRE_BSC = 10; default.FREE_FIRE_ADV = 20; default.FREE_FIRE_SUP = 30; default.FREE_KILL_BSC = 10; default.FREE_KILL_ADV = 20; default.FREE_KILL_SUP = 30; default.AIM_UPGRADE_BSC=10; default.AIM_UPGRADE_ADV=20; default.AIM_UPGRADE_SUP=30; Items.AddItem(CreateBasicCritUpgrade()); Items.AddItem(CreateAdvancedCritUpgrade()); Items.AddItem(CreateSuperiorCritUpgrade()); Items.AddItem(CreateBasicAimUpgrade()); Items.AddItem(CreateAdvancedAimUpgrade()); Items.AddItem(CreateSuperiorAimUpgrade()); Items.AddItem(CreateBasicClipSizeUpgrade()); Items.AddItem(CreateAdvancedClipSizeUpgrade()); Items.AddItem(CreateSuperiorClipSizeUpgrade()); Items.AddItem(CreateBasicFreeFireUpgrade()); Items.AddItem(CreateAdvancedFreeFireUpgrade()); Items.AddItem(CreateSuperiorFreeFireUpgrade()); Items.AddItem(CreateBasicReloadUpgrade()); Items.AddItem(CreateAdvancedReloadUpgrade()); Items.AddItem(CreateSuperiorReloadUpgrade()); Items.AddItem(CreateBasicMissDamageUpgrade()); Items.AddItem(CreateAdvancedMissDamageUpgrade()); Items.AddItem(CreateSuperiorMissDamageUpgrade()); Items.AddItem(CreateBasicFreeKillUpgrade()); Items.AddItem(CreateAdvancedFreeKillUpgrade()); Items.AddItem(CreateSuperiorFreeKillUpgrade()); return Items; }
-
This can't be fixed, the function return a smaller class definition than the one that is manipulated internally..haven't had much luck using .ini approach either sadly.
-
Not sure if this is the right place to post, but here goes. I want to alter multiple functions, but to extends them all is a lot of copy pasting..thought I could just extend them but replace the contents with their parent counterpart, and then modifiy that value. Example: static function X2DataTemplate CreateSuperiorFreeFireUpgrade() { local X2WeaponUpgradeTemplate Template; `CREATE_X2TEMPLATE(class'X2WeaponUpgradeTemplate', Template, 'FreeFireUpgrade_Sup'); SetUpFreeFireBonusUpgrade(Template); SetUpTier3Upgrade(Template); Template.strImage = "img:///UILibrary_StrategyImages.X2InventoryIcons.MagSniper_TriggerB_inv"; Template.FreeFireChance = default.FREE_FIRE_SUP; return Template; } becomes static function X2DataTemplate CreateSuperiorFreeFireUpgrade() { local X2DataTemplate Template; Template = super.CreateSuperiorFreeFireUpgrade(); Template.FreeFireChance *= 2; return Template; } Oddly enough, this throws 'Error, Unrecognized member 'FreeFireChance' in class 'X2DataTemplate', which is the same type the original function is returning. Changing it to other types like X2WeaponUpgradeTemplate results in a type mismatch. Any ideas? Is my way of calling the parent function incorrect? Edit: For what I'm trying to achieve here, it's probably easier to directly manipulate the .ini values, but for learning sake it would be nice to have this working