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Alien Hunter DLC only makes the Rulers take actions on your turn, because there's nothing that prevents units from taking actions on the enemy turn (see scamper on reveal), There's not much of a third turn there.
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For one, what are you actually doing? You are duplicating the vanilla templates, which won't have a noticable effect. Secondly, you are putting stuff that belongs into config files into the class itself, which won't have an effect. Third, this should look like this
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I can't open the file.
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/u/FXS_MisterKevin said that the SDK should now have up-to-date sources here http://www.reddit.com/r/xcom/comments/5d515t/_/da2r751
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You can decompress cooked XComGame.upk files with Gildor's decompress.exe http://www.gildor.org/downloads You can then open these decompressed upk files with EliotVU's UE explorer http://eliotvu.com/portfolio/view/21/ue-explorer This has an option to export scripts (Tools->Export->Classes). They automatically land in the installation directory/Exported, so you have to copy them out.
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I didn't check for other changes, as I knew where to look for this change... I don't have any experience in cooking, but in order to make the comparison easier, you could cook XComGame.u, then decompress your cooked upk and the original one both with umodel / decompress.exe, and export them using UE Explorer. This should avoid hitting all the differences due to stripped out log statements and assertions.
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That's MorphTargetSet related. See here https://forums.nexusmods.com/index.php?/topic/3997465-body-sliders-take-2/page-2&do=findComment&comment=36603985 for more info.
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The November 15th patch actually fixed the targeting bug, but they forgot to update the Script files. https://www.reddit.com/r/xcom2mods/comments/5d5e99/psa_latest_patch_15112016/ <-- there's an example of changed stuff.
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Help with abilities and alien gear and stuff and things
robojumper replied to Shuma22's topic in XCOM's XCOM 2
The redscreen is a bug somewhere in the vanilla visualizers. You can use the console command X2DebugVisualizers and take a screenshot BEFORE the unit triggers the explosion, but after it starts to move, and find out what exactly goes wrong, but I'm afraid I don't know the exact cause of that. Regarding that armor migitation thing - it's right there, in X2Effect_ApplyWeaponDamage.uc if (ArmorMitigation >= WeaponDamage) ArmorMitigation = WeaponDamage - 1; -
Help with abilities and alien gear and stuff and things
robojumper replied to Shuma22's topic in XCOM's XCOM 2
Stun effects on your mine shouldn't be an AbilityTargetEffect, but an AbilityMultitTargetEffect. Also, X2AbilityMultiTarget_SoldierBonusRadius is deprecated, and the file says that X2AbilityMultiTarget_Radius has the same functionality. -
Modifying Templates in this way is not the recommended way of doing it. In your mod, you have a file X2DownloadableContentInfo_Mod.uc In there, you can have the following code: static event OnPostTemplatesCreated() { local X2ItemTemplateManager ItemManager; local array<X2DataTemplate> DifficultyVariants; local X2DataTemplate ShotgunTemplate; ItemManager = class'X2ItemTemplateManager'.static.GetItemTemplateManager(); ItemManager.FindDataTemplatesAllDifficulties('Shotgun_CV', DifficultyVariants); foreach DifficultyVariants(ShotgunTemplate) { X2WeaponTemplate(ShotgunTemplate).Abilities.AddItem('Suppression'); } // need to do that for other shotguns too ... } Since you do have programmin experience, you should know what a for loop is and do that for all three tiers.
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Help with abilities and alien gear and stuff and things
robojumper replied to Shuma22's topic in XCOM's XCOM 2
You are missing several parts from my mod. I am just going to paste them here, you need to take care of renaming it. 1. X2DownloadableContentInfo_Mod.uc 2. X2Effect_PulseBomb.uc 3. XComGameState_Effect_PulseBomb.uc The thing is that the vanilla Mine works this way: When the Mine is launched, an effect is attached to the throwing unit. This effect listens for movement / ability activation inside of that radius. If the mine should detonate, the Detonation ability is triggered. The vanilla effect can only work with the vanilla mine, which is why we need a new effect, and, to ensure the listeners work, a new Effect State Component. Also, we need to tell the Launch Grenade / Throw Grenade Ability to add the listener effect. -
Help with abilities and alien gear and stuff and things
robojumper replied to Shuma22's topic in XCOM's XCOM 2
I wrote a Proximity Mine like thing for E3245 for his Tracer's Arsenal Mod. You should check it out if you want to see how to do it. -
I'm trying to use the perobjectconfig to read properties from a config file for actor classes. If you want to read up on it, [this article](https://wiki.beyondunreal.com/Legacy:PerObjectConfig) sums it up pretty nicely. Here's my class signature: class ConfiguredActor extends Actor perobjectconfig config(ConfigFile); Now I know that it works with non-actor classes, because I saw that this is how X2DataTemplate works. This is possible because you set the name that will be used to read config values using local MyClass mci; mci = new(None, "ThisIsMyName") class'MyClass'; This will set the 'Name' field of the instance to 'ThisIsMyName'. This is all fine, but when I need to spawn an actor class, new doesn't work, because Actor classes have to be spawned, not new'd. The function declaration of Spawn is as follows: native noexport final function coerce actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional Actor ActorTemplate, optional bool bNoCollisionFail, optional ETeam SpawnTeam // FIRAXIS addition -tsmith ); Now - where is the name I can use for objects? If I just Spawn() it, it will have a name such as ConfiguredActor_0, which can't produce reliable results. It seems to not be possible to do with Actors what you can do with Objects. This doesn't make any sense since I expect something that works for a superclass to also work for a subclass, so am I missing something? I hope that anyone in here has experience with UnrealScript and can help me. A possible workaround would be externalizing the config into an object class which then gets read by the actor class itself, but that can't be it I think :wink:.