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ClaytonCross

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  1. ADVENT Avenger on the steam work shop stated: -= RADIUS RESTORE =- You can do this yourself it seems. Firaxis didn't delete the function, only the variable. This will increase all grenade radii by 25%. XCOM 2 CONFIG Folder: DefaultGameData_SoldierSkills.ini file [XComGame.X2Ability_GrenadierAbilitySet] section VOLATILE_RADIUS=0.25f Which I could do locally, but I am looking to add it to my mod. Does anyone know how to implement this localized to a mod so that it gives it to my custom class but not grenadiers?
  2. I was on the trouble shooting thread and thanks to the help of Prowler83 was able to resolve all my issues with a class mod with one exception. It seems Ever Vigilant, in order to work with the sharpshooter class as an AWC reward, will check and select the pistol over the primary weapon if the class has it. With this in mind it was recommended that I create an "alternate ever vigilant" using the "EverVigilantEndTurnListener" that does not, or I guess possibly that mods the current one to check if the primary weapon is a sniper rifle before checking for a pistol. Eather way, if anyone is interested in a challenge here is one for you, because this is way above my abilities. No worries though, this would be a bit of a niche mod for people making class, with pistols, ever vigilant, and no sniper rifle.... thats a pretty small niche. I figured it was worth posting because the world is a crazy place and who knows. Maybe some guru is bored. Thanks for your time reading, responding, and particularly if you really do try to take on this challenge.
  3. Well seeing how long it took me to get your script to work I think that is going to be beyond my abilities. That said, thanks again for your help in all things to this point. Maybe now that I need a whole new ability I should move to the requests page instead of adding more on the trouble shooting page.
  4. No way to hijack that and force it to use primary then? am I SOL?
  5. So the game designers reduced the damage and the radius of grenades. I playing through again I find the radius is very small unless your a grenadier. With that in mind. Volatile Mix has a variable tied to it through the x2Ability_Grenades that controls this...kind of ...It ties the variable to grenade troughs there. It does not define it there. So I tried copying the grenade through template into my Unit Class template, then renaming the variable and assigning it an int of 1. It would not build due to un-allowed var placement. Does anyone have an idea of how to high jack the Volatile Radius variable hard code it?
  6. This says its set to the primary weapon... but ... that is just the XcomClassData file I made right? So do we need to change the log or make a new one to capture the in game action in order to force it to stay that way? It seems to me ever vigilant is calling the pistol the primary weapon for sharpshooters even though its secondary. Standard Overwatch works as intended. Also, If I remove the pistol from the class it uses the rifle.
  7. Now that it is in the XComDownloadableContentInfo I marked out the line: // local X2SoldierClassTemplate ClassManager; and Success!! [0009.70] ScriptLog: AbilityName EverVigilant [0009.70] ScriptLog: Applied to: eInvSlot_PrimaryWeapon eInvSlot_PrimaryWeapon [0009.70] ScriptLog: AbilityName Salvo [0009.70] ScriptLog: Applied to: eInvSlot_PrimaryWeapon eInvSlot_Unknown
  8. Whole file: //--------------------------------------------------------------------------------------- // FILE: XComDownloadableContentInfo_StormGuard.uc // // Use the X2DownloadableContentInfo class to specify unique mod behavior when the // player creates a new campaign or loads a saved game. // //--------------------------------------------------------------------------------------- // Copyright © 2016 Firaxis Games, Inc. All rights reserved. //--------------------------------------------------------------------------------------- class X2DownloadableContentInfo_StormGuard extends X2DownloadableContentInfo; /// <summary> /// This method is run if the player loads a saved game that was created prior to this DLC / Mod being installed, and allows the /// DLC / Mod to perform custom processing in response. This will only be called once the first time a player loads a save that was /// create without the content installed. Subsequent saves will record that the content was installed. /// </summary> static event OnLoadedSavedGame() {} /// <summary> /// Called when the player starts a new campaign while this DLC / Mod is installed /// </summary> static event InstallNewCampaign(XComGameState StartState) {} //Test Hook EverVigilant use primary weapon static event OnPostTemplatesCreated() { local X2SoldierClassTemplate ClassManager; local X2SoldierClassTemplate Template; local array<SoldierClassAbilityType> AbilityTree; local int i; Template = class'X2SoldierClassTemplateManager'.static.GetSoldierClassTemplateManager().FindSoldierClassTemplate('StormGuard'); AbilityTree = Template.GetAbilityTree(1); for(i = 0; i < AbilityTree.length; ++i) { `log("AbilityName"@AbilityTree.abilityName); `log("Applied to: eInvSlot_PrimaryWeapon"@AbilityTree.ApplyToWeaponSlot); } }
  9. Movied it to X2DownloadableContentInfo Rebuilt and started the game. I get to the screen with mods selected (only the one I am working on is selected). search and nothing. Hit play wait for the next menu. search and nothing. I am looking at every entry with ScriptLog because ANY should include this one and I am not finding it. There are not that many so it should be easy to find but surly I am doing something stupid and wrong. Sorry. After multiple attempts I still don't see it. I did also search for: AbilityTree PrimaryWeapon ApplyToWeaponSlot eInvSlot Applied to Template
  10. I tried Ctrl + F searches for "Log" and another of other variables. I was not able to find any logs relating to it. I did find a log from Lucubration's mod that seems to be showing up: [0006.72] ScriptLog: Lucubration Infantry Class: Applied Light 'Em Up to ability template StandardShot . His log line was; `LOG("Lucubration Infantry Class: Applied Light 'Em Up to ability template " @ string(abilityName) @ "."); So I searched for "ScriptLog:' Then I deleted everything in the log that was not related a piece at a time looking for it until there was nothing left. (Though as you said I might have been Finding the wrong variables) So... here is the code again: (I tried moving it to its own file in hopes that I could search for the file name. class EverVigilant_LOG extends X2AmbientNarrativeCriteria; <-- Betting this is part of my problem. //Test Hook EverVigilant use primary weapon static event OnPostTemplatesCreated() { local X2SoldierClassTemplate ClassManager; local X2SoldierClassTemplate Template; local array<SoldierClassAbilityType> AbilityTree; local int i; Template = class'X2SoldierClassTemplateManager'.static.GetSoldierClassTemplateManager().FindSoldierClassTemplate('StormGuard'); AbilityTree = Template.GetAbilityTree(1); for(i = 0; i < AbilityTree.length; ++i) { `log("AbilityName"@AbilityTree.abilityName); `log("Applied to: eInvSlot_PrimaryWeapon"@AbilityTree.ApplyToWeaponSlot); } }
  11. I found the Launch.log and the only line I found that seemed related was: [0005.97] ScriptWarning: Accessed None 'AbilityTemplate' I tried debugger and starting a game through the normal interface and even did a couple battles. I still can't find a log that relate.
  12. Ah, it failed. I see now: Analyzing... C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\StormGuard\Classes\X2GlobalHooks.uc(76) : Warning, 'ClassManager' : unreferenced local variable Scripts successfully compiled - saving package 'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\StormGuard.u' Warning/Error Summary --------------------- C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\StormGuard\Classes\X2GlobalHooks.uc(76) : Warning, 'ClassManager' : unreferenced local variable Success - 0 error(s), 1 warning(s) (0 Unique Errors, 1 Unique Warnings) Like Kregano said, ClassManager has and issue. Also, Rookie 0 --> Squaddie 1 --> Corporal 2 ? My INI has the closing parentheses but I omitted it and the leveling stats. Here is the full line for referance: +SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) I was looking at the script and it looked to me that the first line was redundant to the second line. local X2SoldierClassTemplate ClassManager; local X2SoldierClassTemplate Template; So I removed the first line, saved, and ran it again. It did remove the error, but it did not provide a log statement. At least that I can see. Analyzing... Scripts successfully compiled - saving package 'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\StormGuard.u' Success - 0 error(s), 0 warning(s) (0 Unique Errors, 0 Unique Warnings) Execution of commandlet took: 8.93 seconds SUCCESS! Copying compiled script binaries... Package StormGuard => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\StormGuard\Script\StormGuard.u Thanks again for your guidance Prowler83! Sorry If my lack ability is frustrating.
  13. So I applied it successfully. However they are still using pistols so I am sure I did something wrong. Here is what I used: [XcomClassData.ini] ; Corporal (Corporal = iRank 2 I would think) +SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown) [X2GlobalHooks.uc] static event OnPostTemplatesCreated() { local X2SoldierClassTemplate ClassManager; local X2SoldierClassTemplate Template; local array<SoldierClassAbilityType> AbilityTree; local int i; Template = class'X2SoldierClassTemplateManager'.static.GetSoldierClassTemplateManager().FindSoldierClassTemplate('StormGuard'); AbilityTree = Template.GetAbilityTree(2); for(i = 0; i < AbilityTree.length; ++i) { `log("AbilityName"@AbilityTree.abilityName); `log("Applied to: eInvSlot_PrimaryWeapon"@AbilityTree.ApplyToWeaponSlot); } } My only concern is how does it know to use EverVigilant instead of Salvo?
  14. I still think it would be awesome if it lowered sight range a couple of square to give the opportunity for shots from the dark like the original Xcom.
  15. I have made some ground: Appling to src -> Stormguard -> classes -> X2GlobalHooks.uc static event OnPostTemplatesCreated() { local X2SoldierClassTemplate ClassManager; local X2SoldierClassTemplate Template; local array<SoldierClassAbilityType> AbilityTree; local int i; Template = class'X2SoldierClassTemplateManager'.static.GetSoldierClassTemplateManager().FindSoldierClassTemplate('StormGuard'); AbilityTree = Template.GetAbilityTree(2); for(i = 0; i < AbilityTree.length; ++i) { `log("Ability name: EverVigilant "@AbilityTree.abilityName); `log("Applied to: eInvSlot_PrimaryWeapon"@AbilityTree.ApplyToWeaponSlot); } } But I get: Error, Invalid property or function call on a dynamic array Which seems to be I messed up the two log lines but I don't know how. Any help would be appreciated! Thanks you!
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