Jump to content

raistca

Members
  • Posts

    3
  • Joined

  • Last visited

Nexus Mods Profile

About raistca

raistca's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Thanks I'll check that out! Edit: So it looks like it's the right place, should I be extending X2Character_DefaultCharacters and overwriting CreateSoldierTemplate or is there another way? When I tried to do that I got a whole bunch of rejecting template name already in use errors.
  2. Or perhaps there is another way that I'm not seeing. I would like to add another default ability that is available to everyone, but I can't seem to find where X2Ability_DefaultAbilitySet's DefaultAbilitySet array is initialized or modified. It has some entries in the defaultproperties: defaultproperties { DefaultAbilitySet(0)="StandardMove" DefaultAbilitySet(1)="Interact" DefaultAbilitySet(2)="Interact_OpenDoor" DefaultAbilitySet(3)="Interact_OpenChest" EvacThisTurnName="EvacThisTurn" ImmobilizedValueName="Immobilized" ConcealedOverwatchTurn="ConcealedOverwatch" }But adding in my ability: defaultproperties { DefaultAbilitySet(0)="StandardMove" DefaultAbilitySet(1)="Interact" DefaultAbilitySet(2)="Interact_OpenDoor" DefaultAbilitySet(3)="Interact_OpenChest" DefaultAbilitySet(4)="FieldStabilize" EvacThisTurnName="EvacThisTurn" ImmobilizedValueName="Immobilized" ConcealedOverwatchTurn="ConcealedOverwatch" }Doesn't seem to have any effect. Here's the ability that I'm trying to add in (basically to let anyone stabilize a bleeding out ally without a medikit). static function X2AbilityTemplate AddFieldStabilize() { local X2AbilityTemplate Template; local X2AbilityCost_ActionPoints ActionPointCost; local X2AbilityTarget_Single SingleTarget; local X2Condition_UnitProperty UnitPropertyCondition; local X2AbilityTrigger_PlayerInput InputTrigger; local X2Effect_RemoveEffects RemoveEffects; `CREATE_X2ABILITY_TEMPLATE(Template, 'FieldStabilize'); ActionPointCost = new class'X2AbilityCost_ActionPoints'; ActionPointCost.iNumPoints = 1; Template.AbilityCosts.AddItem(ActionPointCost); Template.AbilityToHitCalc = default.Deadeye; SingleTarget = new class'X2AbilityTarget_Single'; Template.AbilityTargetStyle = SingleTarget; UnitPropertyCondition = new class'X2Condition_UnitProperty'; UnitPropertyCondition.ExcludeDead = true; Template.AbilityShooterConditions.AddItem(UnitPropertyCondition); UnitPropertyCondition = new class'X2Condition_UnitProperty'; UnitPropertyCondition.ExcludeDead = false; UnitPropertyCondition.ExcludeAlive = false; UnitPropertyCondition.ExcludeHostileToSource = true; UnitPropertyCondition.ExcludeFriendlyToSource = false; UnitPropertyCondition.IsBleedingOut = true; Template.AbilityTargetConditions.AddItem(UnitPropertyCondition); RemoveEffects = new class'X2Effect_RemoveEffects'; RemoveEffects.EffectNamesToRemove.AddItem(class'X2StatusEffects'.default.BleedingOutName); Template.AddTargetEffect(RemoveEffects); Template.AddTargetEffect(class'X2StatusEffects'.static.CreateUnconsciousStatusEffect()); InputTrigger = new class'X2AbilityTrigger_PlayerInput'; Template.AbilityTriggers.AddItem(InputTrigger); Template.AbilitySourceName = 'eAbilitySource_Standard'; Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_stabilize"; Template.ShotHUDPriority = class'UIUtilities_Tactical'.const.STABILIZE_PRIORITY; Template.Hostility = eHostility_Defensive; Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_AlwaysShow; Template.bAllowedByDefault = true; Template.bLimitTargetIcons = true; Template.ActivationSpeech = 'StabilizingAlly'; Template.BuildNewGameStateFn = TypicalAbility_BuildGameState; Template.BuildVisualizationFn = TypicalAbility_BuildVisualization; return Template; }Does anyone know how to do this? Thanks
  3. Edit: Oh I think I put this in the wrong place Or perhaps there is another way that I'm not seeing. I would like to add another default ability that is available to everyone, but I can't seem to find where X2Ability_DefaultAbilitySet's DefaultAbilitySet array is initialized or modified. It has some entries in the defaultproperties: defaultproperties { DefaultAbilitySet(0)="StandardMove" DefaultAbilitySet(1)="Interact" DefaultAbilitySet(2)="Interact_OpenDoor" DefaultAbilitySet(3)="Interact_OpenChest" EvacThisTurnName="EvacThisTurn" ImmobilizedValueName="Immobilized" ConcealedOverwatchTurn="ConcealedOverwatch" }But adding in my ability: defaultproperties { DefaultAbilitySet(0)="StandardMove" DefaultAbilitySet(1)="Interact" DefaultAbilitySet(2)="Interact_OpenDoor" DefaultAbilitySet(3)="Interact_OpenChest" DefaultAbilitySet(4)="FieldStabilize" EvacThisTurnName="EvacThisTurn" ImmobilizedValueName="Immobilized" ConcealedOverwatchTurn="ConcealedOverwatch" }Doesn't seem to have any effect. Here's the ability that I'm trying to add in (basically to let anyone stabilize a bleeding out ally without a medikit). static function X2AbilityTemplate AddFieldStabilize() { local X2AbilityTemplate Template; local X2AbilityCost_ActionPoints ActionPointCost; local X2AbilityTarget_Single SingleTarget; local X2Condition_UnitProperty UnitPropertyCondition; local X2AbilityTrigger_PlayerInput InputTrigger; local X2Effect_RemoveEffects RemoveEffects; `CREATE_X2ABILITY_TEMPLATE(Template, 'FieldStabilize'); ActionPointCost = new class'X2AbilityCost_ActionPoints'; ActionPointCost.iNumPoints = 1; Template.AbilityCosts.AddItem(ActionPointCost); Template.AbilityToHitCalc = default.Deadeye; SingleTarget = new class'X2AbilityTarget_Single'; Template.AbilityTargetStyle = SingleTarget; UnitPropertyCondition = new class'X2Condition_UnitProperty'; UnitPropertyCondition.ExcludeDead = true; Template.AbilityShooterConditions.AddItem(UnitPropertyCondition); UnitPropertyCondition = new class'X2Condition_UnitProperty'; UnitPropertyCondition.ExcludeDead = false; UnitPropertyCondition.ExcludeAlive = false; UnitPropertyCondition.ExcludeHostileToSource = true; UnitPropertyCondition.ExcludeFriendlyToSource = false; UnitPropertyCondition.IsBleedingOut = true; Template.AbilityTargetConditions.AddItem(UnitPropertyCondition); RemoveEffects = new class'X2Effect_RemoveEffects'; RemoveEffects.EffectNamesToRemove.AddItem(class'X2StatusEffects'.default.BleedingOutName); Template.AddTargetEffect(RemoveEffects); Template.AddTargetEffect(class'X2StatusEffects'.static.CreateUnconsciousStatusEffect()); InputTrigger = new class'X2AbilityTrigger_PlayerInput'; Template.AbilityTriggers.AddItem(InputTrigger); Template.AbilitySourceName = 'eAbilitySource_Standard'; Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_stabilize"; Template.ShotHUDPriority = class'UIUtilities_Tactical'.const.STABILIZE_PRIORITY; Template.Hostility = eHostility_Defensive; Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_AlwaysShow; Template.bAllowedByDefault = true; Template.bLimitTargetIcons = true; Template.ActivationSpeech = 'StabilizingAlly'; Template.BuildNewGameStateFn = TypicalAbility_BuildGameState; Template.BuildVisualizationFn = TypicalAbility_BuildVisualization; return Template; }Does anyone know how to do this? Thanks
×
×
  • Create New...